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.






