Following on from our recent announcement that Raspberry Pi 4 is OpenGL ES 3.1 conformant, we have some more news to share on the graphics front. We have started work on a much requested feature: an open-source Vulkan driver! Standards body Khronos describes Vulkan as “a new generation graphics and compute API that provides high-efficiency, cross-platform access to modern GPUs”. The Vulkan API has
Vulkan is currently in its final stage of development and we want to share with you what makes it a great graphics API and what some of the differences to OpenGL are. NVIDIA believes strongly that Vulkan supplements OpenGL, and that both APIs have their own strengths. Vulkan’s strengths lie in the explicit control and multi-threading capabilities that by design allow us to push more commands to th
This site is not affiliated with or endorsed by the Khronos Group. Vulkan® and the Vulkan logo are trademarks of the Khronos Group Inc. About E-book Tutorial structure About This tutorial will teach you the basics of using the Vulkan graphics and compute API. Vulkan is a new API by the Khronos group (known for OpenGL) that provides a much better abstraction of modern graphics cards. This new inter
Welcome. In this tutorial we will be learning about Vulkan and specifically all the steps and code we need to render a triangle to the screen. First things first, let me just warn you that this is not a beginners tutorial to rendering APIs. I assume you have some experience with something like OpenGL or DirectX and you are here just to get to know the particularities of Vulkan. My main goal with t
30 minutes not actually guaranteed. I've written this post with a specific target audience in mind, namely those who have a good grounding in existing APIs (e.g. D3D11 and GL) and understand the concepts of multithreading, staging resources, synchronisation and so on but want to know specifically how they are implemented in Vulkan. So we end up with a whirlwind tour of what the main Vulkan concept
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