05-17-2026, 10:23 AM
[center]![[Image: d624c36b2ebaed20ed80ce75d7732fda.jpg]](https://i127.fastpic.org/big/2026/0517/da/d624c36b2ebaed20ed80ce75d7732fda.jpg)
Vulkan Api With C++: Build A Pbr Renderer From Scratch
Published 5/2026
Created by Xueyang Xu
MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz, 2 Ch
Level: Intermediate | Genre: eLearning | Language: English | Duration: 41 Lectures ( 11h 19m ) | Size: 6 GB[/center]
Master modern graphics programming with Vulkan, C++, and Slang shaders -- from zero to a physically based renderer
What you'll learn
⚡ Build a complete Vulkan renderer from scratch using modern C++ and Slang shaders, from window creation to a rotating textured 3D cube
⚡ Understand Vulkan's explicit GPU model: memory management, synchronization with Fences and Semaphores, descriptor sets, render passes, and the full frame loop
⚡ Implement a real-time rendering pipeline with VBO, index buffer, UBO, texture sampling, depth buffer, and swapchain resize handling
⚡ Use Slang -- NVIDIA's next-generation shader language adopted by Unreal Engine 5 -- to write modern, cross-platform shaders with explicit binding annotations
Requirements
❗ C++ programming experience -- you should be comfortable with classes, pointers, and the standard library
❗ Basic understanding of 3D math -- vectors, matrices, and coordinate systems (GLM will be used but not taught from scratch)
Description
This course teaches you to build a real-time Vulkan renderer from scratch using modern C++ and Slang -- NVIDIA's next-generation shader language.
Part 1 covers the complete Vulkan pipeline: window creation, instance, device, swapchain, render pass, graphics pipeline, synchronization, vertex buffers, uniform buffers, textures, index buffers, depth buffering, and swapchain resize. By the end of Part 1 you will have a rotating textured 3D cube rendered entirely with explicit Vulkan code.
Part 2 extends the renderer with physically based rendering: normal maps, PBR materials with metallic/roughness workflow, image-based lighting with HDRI environment maps, MSAA, and a complete scene management system.
Unlike other Vulkan courses, this course uses Slang -- NVIDIA's modern shader language designed for the era of neural rendering. Slang is already integrated into Unreal Engine 5 and Falcor, NVIDIA's research rendering framework. As neural rendering techniques like NeRF and Gaussian Splatting move into production pipelines, Slang's differentiable shading and cross-platform compilation make it the natural foundation for the next generation of renderers. Learning Slang now puts you ahead of a shift that is already happening in research and beginning to reach industry.
What you will build
✅ A reusable Vulkan framework with clean C++ architecture
✅ A complete PBR renderer with IBL and environment mapping
✅ A working understanding of how modern GPU rendering works
at the API level
Who this course is for
⭐ Computer science students or graduates interested in real-time rendering and GPU programming
⭐ Game engine developers and technical artists who want to understand what happens below the abstraction layer
Homepage
![[Image: d624c36b2ebaed20ed80ce75d7732fda.jpg]](https://i127.fastpic.org/big/2026/0517/da/d624c36b2ebaed20ed80ce75d7732fda.jpg)
Vulkan Api With C++: Build A Pbr Renderer From Scratch
Published 5/2026
Created by Xueyang Xu
MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz, 2 Ch
Level: Intermediate | Genre: eLearning | Language: English | Duration: 41 Lectures ( 11h 19m ) | Size: 6 GB[/center]
Master modern graphics programming with Vulkan, C++, and Slang shaders -- from zero to a physically based renderer
What you'll learn
⚡ Build a complete Vulkan renderer from scratch using modern C++ and Slang shaders, from window creation to a rotating textured 3D cube
⚡ Understand Vulkan's explicit GPU model: memory management, synchronization with Fences and Semaphores, descriptor sets, render passes, and the full frame loop
⚡ Implement a real-time rendering pipeline with VBO, index buffer, UBO, texture sampling, depth buffer, and swapchain resize handling
⚡ Use Slang -- NVIDIA's next-generation shader language adopted by Unreal Engine 5 -- to write modern, cross-platform shaders with explicit binding annotations
Requirements
❗ C++ programming experience -- you should be comfortable with classes, pointers, and the standard library
❗ Basic understanding of 3D math -- vectors, matrices, and coordinate systems (GLM will be used but not taught from scratch)
Description
This course teaches you to build a real-time Vulkan renderer from scratch using modern C++ and Slang -- NVIDIA's next-generation shader language.
Part 1 covers the complete Vulkan pipeline: window creation, instance, device, swapchain, render pass, graphics pipeline, synchronization, vertex buffers, uniform buffers, textures, index buffers, depth buffering, and swapchain resize. By the end of Part 1 you will have a rotating textured 3D cube rendered entirely with explicit Vulkan code.
Part 2 extends the renderer with physically based rendering: normal maps, PBR materials with metallic/roughness workflow, image-based lighting with HDRI environment maps, MSAA, and a complete scene management system.
Unlike other Vulkan courses, this course uses Slang -- NVIDIA's modern shader language designed for the era of neural rendering. Slang is already integrated into Unreal Engine 5 and Falcor, NVIDIA's research rendering framework. As neural rendering techniques like NeRF and Gaussian Splatting move into production pipelines, Slang's differentiable shading and cross-platform compilation make it the natural foundation for the next generation of renderers. Learning Slang now puts you ahead of a shift that is already happening in research and beginning to reach industry.
What you will build
✅ A reusable Vulkan framework with clean C++ architecture
✅ A complete PBR renderer with IBL and environment mapping
✅ A working understanding of how modern GPU rendering works
at the API level
Who this course is for
⭐ Computer science students or graduates interested in real-time rendering and GPU programming
⭐ Game engine developers and technical artists who want to understand what happens below the abstraction layer
Homepage
Code:
https://anonymz.com/?
https://www.udemy.com/course/vulkan-api-with-c-build-a-pbr-renderer-from-scratchCode:
https://rapidgator.net/file/82f9036650d06372060dec9f5d326e6d/Vulkan_API_with_C___Build_a_PBR_Renderer_from_Scratch.part7.rar.html
https://rapidgator.net/file/bf6b4fb4b81da01a91fcd2a358223489/Vulkan_API_with_C___Build_a_PBR_Renderer_from_Scratch.part6.rar.html
https://rapidgator.net/file/45d6da7bcc53de2c53fa58e5061ffe3b/Vulkan_API_with_C___Build_a_PBR_Renderer_from_Scratch.part5.rar.html
https://rapidgator.net/file/5558fd5ac60720690231a9099a17e255/Vulkan_API_with_C___Build_a_PBR_Renderer_from_Scratch.part4.rar.html
https://rapidgator.net/file/dfe9ee676ab57cb28130c39f00035912/Vulkan_API_with_C___Build_a_PBR_Renderer_from_Scratch.part3.rar.html
https://rapidgator.net/file/c1c322ab673d65040935835db6470e5b/Vulkan_API_with_C___Build_a_PBR_Renderer_from_Scratch.part2.rar.html
https://rapidgator.net/file/f03967bcbdbf7a268cd51ff8332e4e2a/Vulkan_API_with_C___Build_a_PBR_Renderer_from_Scratch.part1.rar.html
https://nitroflare.com/view/398DF22D1F9035A/Vulkan_API_with_C___Build_a_PBR_Renderer_from_Scratch.part7.rar
https://nitroflare.com/view/EA8A71F5587426D/Vulkan_API_with_C___Build_a_PBR_Renderer_from_Scratch.part6.rar
https://nitroflare.com/view/C99CA15FF94B5B7/Vulkan_API_with_C___Build_a_PBR_Renderer_from_Scratch.part5.rar
https://nitroflare.com/view/CAB9FA426E0B9CF/Vulkan_API_with_C___Build_a_PBR_Renderer_from_Scratch.part4.rar
https://nitroflare.com/view/E18E53E61E21452/Vulkan_API_with_C___Build_a_PBR_Renderer_from_Scratch.part3.rar
https://nitroflare.com/view/BB85A8A2A5FECDC/Vulkan_API_with_C___Build_a_PBR_Renderer_from_Scratch.part2.rar
https://nitroflare.com/view/1583AD0BF44ED9D/Vulkan_API_with_C___Build_a_PBR_Renderer_from_Scratch.part1.rar

