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Siggraph 2018 introduce vulkan
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mjb – August 1, 2018
1
MikeBailey
OregonStateUniversity
mjb@cs.oregonstate.edu
Introduction to the Vulkan Graphics API
mjb – August 1, 2018
2
OngoingNotesandCode
The notes and code presented here are constantly being updated.
Go to:
http://cs.oregonstate.edu/~mjb/vulkan
for all the latest versions.
mjb – August 1, 2018
3
Permission to make digital or hard copies of part or all of this work for personal or
classroom use is granted without fee provided that copies are not made or distributed for
profit or commercial advantage and that copies bear this notice and the full citation on the
first page. Copyrights for third-party components of this work must be honored. For all
other uses, contact the Owner/Author.
Copyright is held by the owner/author.
SIGGRAPH '18 Courses, August 12-16, 2018, Vancouver, BC, Canada
ACM 978-1-4503-5809-5/18/08.10.1145/3214834.3214848
Introduction to the Vulkan Graphics API
mjb – August 1, 2018
4
Acknowledgements
First of all, thanks to the inaugural class
of 19 students who braved new,
unrefined, and just-in-time course
materials to take the Vulkan class at
OSU – Winter Quarter, 2018. Thanks
for your courage and patience!
Third, thanks to Kathleen Mattson and the
Khronos Group for the great laminated
Vulkan Quick Reference Cards!
Second, thanks to NVIDIA! Their
GeForce 1080ti cards are what
made this course possible.
mjb – August 1, 2018
5
WhatPromptedtheCommunity’sMovetoVulkan?
1. Performance
2. Performance
3. Performance
Vulkan is better at keeping the GPU busy than OpenGL is. OpenGL
drivers need to do a lot of CPU work before handing work off to the GPU.
Vulkan lets you get more power from the GPU card you already have.
This is especially important if you can hide the complexity of Vulkan from
your customer base and just let them see the improved performance.
Thus, Vulkan has had a lot of support and interest from game engine
developers, 3
rd
party software vendors, etc.
As an aside, the Vulkan development effort was originally called “glNext”, which
created the false impression that this was a replacement for OpenGL. It’s not.
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