diff --git a/antora/modules/ROOT/nav.adoc b/antora/modules/ROOT/nav.adoc index 23b622c4..17a7e6ff 100644 --- a/antora/modules/ROOT/nav.adoc +++ b/antora/modules/ROOT/nav.adoc @@ -52,6 +52,7 @@ * xref:15_GLTF_KTX2_Migration.adoc[Migrating to Modern Asset Formats: glTF and KTX2] * xref:16_Multiple_Objects.adoc[Rendering Multiple Objects] * xref:17_Multithreading.adoc[Multithreading] +* xref:conclusion.adoc[Conclusion] * xref:courses/18_Ray_tracing/00_Overview.adoc[Ray Tracing] ** xref:courses/18_Ray_tracing/00_Overview.adoc[Overview] ** xref:courses/18_Ray_tracing/01_Dynamic_rendering.adoc[Dynamic rendering] diff --git a/en/conclusion.adoc b/en/conclusion.adoc index 82322095..b0d00df6 100644 --- a/en/conclusion.adoc +++ b/en/conclusion.adoc @@ -53,10 +53,28 @@ You'll set up an AI-assisted environment with Ollama and MCP servers, pick model The series ends with a capstone project where you use these tools to build, implement, and debug a custom post-process effect. It's aimed at developers who want a clearer, less hyped picture of what AI tooling can realistically do for a Vulkan codebase. +The repository also contains dedicated tutorials on other advanced topics. +See the xref:00_Introduction.adoc#_advanced_topics[advanced topics list] in the introduction for ray tracing, opacity micromaps, advanced compute, synchronization, advanced glTF, machine learning inference, OpenXR, and more. + Future, planned tutorials will guide you through implementing more sophisticated rendering techniques and architectures. Remember that Vulkan development is a continuous learning process. The graphics programming landscape is constantly evolving, and there's always more to learn and explore. +=== Keep Learning with Samples and Talks + +Reading other people's working Vulkan code is one of the best ways to build on what you've learned here, and there are several good places to find it: + +* The https://github.com/KhronosGroup/Vulkan-Samples[Khronos Vulkan Samples] are maintained by Khronos and demonstrate individual Vulkan features and best practices, from extensions such as dynamic rendering and synchronization2 to performance topics. +Their documentation lives at https://docs.vulkan.org/samples/latest/[docs.vulkan.org/samples]. +* Sascha Willems' https://github.com/SaschaWillems/Vulkan[Vulkan C++ examples] are a large collection of small, self-contained programs covering rendering techniques, compute, ray tracing, and more. +They are a good place to see how a single feature is wired up without the surrounding engine code. +* https://www.vulkan.org/events[Vulkanised], the annual Vulkan developer conference, publishes recordings and slides of its talks. +If you are looking for something approachable, start with the introductory and getting-started sessions before moving on to the deep dives on drivers, tooling, and new extensions. +* The https://www.vulkan.org/learn[Learning Vulkan] page on vulkan.org collects further guides, tutorials, and videos from the wider community. + +If you want to strengthen the general graphics knowledge that this tutorial assumes, the books and tutorials listed in the xref:00_Introduction.adoc[introduction] are worth revisiting. +Ray Tracing in One Weekend and the Physically Based Rendering book both explain concepts that map directly onto the ray tracing and lighting chapters of the advanced tutorials. + === Community Resources and Getting Help As you continue your Vulkan journey, you may encounter challenges or have questions. Fortunately, there are several active communities where you can get help: