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πŸŒ‹ Vulkan-based graphics projects for Graphics Programming 2 at Howest DAE (2024). Covers advanced rendering techniques including PBR, normal mapping, environment mapping, sprite rendering, post-processing, and optional compute, geometry, and tessellation shaders.

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knapeczadam/graphics-programming-2-vulkan

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πŸŒ‹ Graphics Programming 2 – Vulkan

Hey there, fellow DAE student, curious visitor, or graphics enthusiast πŸ‘‹
Welcome to my Graphics Programming 2 – Vulkan repository β€” part of the fourth semester (2024) at DAE.


πŸ—„οΈ About this repository

This repo contains the final project of the Graphics Programming 2 course.
It’s shared for archival and educational purposes, documenting my work in advanced GPU programming using Vulkan.

⚠️ Note: this project includes a known minor bug that has not been fixed.
Consider this repository a snapshot of learning advanced graphics techniques.


πŸ”Ž Course Information

πŸ“š Course: Graphics Programming 2
🏫 University: Howest University of Applied Sciences - Digital Arts and Entertainment
πŸ“ Location: Kortrijk, Belgium
πŸ—“οΈ Academic year: 2023–24 | Fourth semester
πŸŽ“ Study load: 6 credits
⏱️ Total study time: 180 hours


πŸ‘¨β€πŸ« Teaching Staff

  • Co-ordinator: Koen Samyn
  • Other teaching staff: Flor Delombaerde, Pieter-Jan Vandenberghe

🎯 Learning Goals

  • Plans work schedule and monitors assignment progress.
  • Researches and implements state-of-the-art lighting techniques.
  • Evaluates and benchmarks own and others’ work.
  • Develops technically efficient 3D applications iteratively.
  • Integrates graphical content, measures performance, and optimizes code.
  • Applies problem-solving skills and uses Vulkan or DirectX correctly.

🧩 Course Content

  • Vulkan / DirectX API usage
  • Vertex and pixel lighting
  • Normal mapping & opacity
  • Environment mapping & Fresnel falloff
  • Geometry shaders & sprite rendering
  • Post-processing effects
  • Shadow mapping & compute shaders
  • 3D models, materials, and performance considerations

πŸ“‚ Repository Structure

All code and assets for the final project are on the main branch, implementing a complete Vulkan-based renderer.


πŸš€ Release

A single final release is available in the πŸ“¦ Releases section:

graphics_programming_2-vulkan-0.9.0-windows-x64.zip

Includes Windows x64 build with the final project β€” note the known minor bug.


🧠 Final Thoughts

This repository captures my advanced GPU programming journey β€” mastering Vulkan, shaders, PBR, and post-processing effects.
If you’re exploring modern graphics APIs: experiment, profile, and embrace GPU rendering complexity πŸ”¬βš‘


βš–οΈ License

This repository is licensed under the MIT License β€” feel free to explore, learn, or reuse for study purposes.


Made with shaders, Vulkan, and endless curiosity πŸ–₯️
β€” ÁdΓ‘m

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πŸŒ‹ Vulkan-based graphics projects for Graphics Programming 2 at Howest DAE (2024). Covers advanced rendering techniques including PBR, normal mapping, environment mapping, sprite rendering, post-processing, and optional compute, geometry, and tessellation shaders.

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