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1 change: 1 addition & 0 deletions antora/modules/ROOT/nav.adoc
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Expand Up @@ -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]
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18 changes: 18 additions & 0 deletions en/conclusion.adoc
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Expand Up @@ -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:
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