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*From rigged mesh to a living, physically-simulated character*
New Advanced glTF tutorial series: GPU compute skinning, ragdoll physics, procedural IK, and bindless facial morph targets — a real production pipeline, not just a demo scene.
https://docs.vulkan.org/tutorial/latest/Advanced_glTF/introduction.html
#Vulkan #glTF #Khronos #GameDev
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*Take your Vulkan renderer into stereo, headset, and beyond.*
The most expansive series in the collection, walking from the OpenXR/Vulkan 1.3 handshake all the way to multi-GPU CAVE installations and light-field rendering — everything needed to ship real spatial computing applications.
https://docs.vulkan.org/tutorial/latest/OpenXR_Vulkan_Spatial_Computing/introduction.html
#Vulkan #OpenXR #spatia
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Vulkan is deprecating host-side ray tracing acceleration structure builds. #Vulkan is consolidating around a single, device-address-based path for acceleration structure builds, moving away from the host-side commands introduced back in 2020.
If you're still using host commands, no need to panic — but it's worth planning your migration next time you touch your acceleration structure pipeline.
Rea
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Vulkanised 2027, the 9th Vulkan Developer Conference, heads to Kortrijk, Belgium on February 8–10, 2027, hosted by HOWEST University of Applied Sciences.
We're looking for talks from application developers, Vulkan implementers, framework builders, and open-source contributors ready to share their experiences with the community.
Submission deadline: Sunday, October 11, 2026
Learn more: https://vul
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🔥 Top post: *From rigged mesh to a living, physically-simulated character* N · 17 likes + reposts
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🔥 Top post
*From rigged mesh to a living, physically-simulated character*
New Advanced glTF tutorial series: GPU compute skinning, ragdoll physics, procedural IK, and bindless facial morph targets — a real production pipeline, not just a demo scene.
https://docs.vulkan.org/tutorial/latest/…
New Vulkan Tutorial: Opacity Micromaps
A focused bonus course tucked inside Building a Simple Engine's "Extra Courses," aimed at one very specific ray tracing performance problem: alpha-tested geometry. Foliage, chain-link fences, and hair…
*Turn Cloud and Local LLMs into a genuine engineering teammate.*
This series is about "Collaborative Engineering" — using AI deliberately and rigorously, not just autocomplete. It sets up an AI-enhanced toolchain, teaches you to pick and s…
*Stop guessing at barriers. Start reasoning about dependencies.*
Vulkan's hardest topic, rebuilt around the modern standard. This series replaces legacy 1.0 barrier soup with `vk::DependencyInfo` and timeline semaphores, then uses that f…
*Take your Vulkan renderer into stereo, headset, and beyond.*
The most expansive series in the collection, walking from the OpenXR/Vulkan 1.3 handshake all the way to multi-GPU CAVE installations and light-field rendering — everything need…
Vulkanised 2027, the 9th Vulkan Developer Conference, heads to Kortrijk, Belgium on February 8–10, 2027, hosted by HOWEST University of Applied Sciences.
We're looking for talks from application developers, Vulkan implementers, framework …
*Run trained neural networks on the GPU — your way, your pipeline.*
A pragmatic, three-path series: integrate battle-tested libraries (TensorFlow Lite, ONNX Runtime, PyTorch Mobile, DirectML), compile models through an ML compiler (IREE, …
Vulkan is deprecating host-side ray tracing acceleration structure builds. #Vulkan is consolidating around a single, device-address-based path for acceleration structure builds, moving away from the host-side commands introduced back in 2…
"Unlock the GPU as a general-purpose engine, not just a rasterizer."
This series takes you past `vkCmdDispatch` and into how compute actually executes on real hardware — occupancy, latency hiding, the Vulkan memory model, and subgroup oper…
This great blog from NVIDIA describes the new descriptor heap feature in Vulkan that refactors resource binding from the ground up, addressing long-standing user feedback to streamline and bring greater parity to how it works in Direct3D 1…
Vulkan has published a new sample demonstrating Shader Execution Reordering (SER) for ray tracing.
SER separates ray traversal from shader invocation, letting the GPU reorder threads for better coherency before execution. The sample includ…
New Vulkan sample: Rasterization Order Attachment Access
This sample demonstrates VK_EXT_rasterization_order_attachment_access, which enables framebuffer attachment reads from one fragment to the next in rasterization order, without requir…
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