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https://github.com/knapeczadam/dae-graphics-programming-2-vulkan

πŸŒ‹ Vulkan-based graphics projects for Graphics Programming 2 at Howest DAE (2024). Covers advanced rendering techniques including PBR, normal mapping, environment mapping, sprite rendering, post-processing, and optional compute, geometry, and tessellation shaders.
https://github.com/knapeczadam/dae-graphics-programming-2-vulkan

2024 3d-renderer belgium c-plus-plus cpp dae digital-arts-and-entertainment game-dev game-development game-programming gp2 graphics-programming graphics-programming-2 howest howest-dae kortrijk programming shader-programming student-project vulkan

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πŸŒ‹ Vulkan-based graphics projects for Graphics Programming 2 at Howest DAE (2024). Covers advanced rendering techniques including PBR, normal mapping, environment mapping, sprite rendering, post-processing, and optional compute, geometry, and tessellation shaders.

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README

          

# πŸŒ‹ Graphics Programming 2 – Vulkan

Hey there, fellow DAE student, curious visitor, or graphics enthusiast πŸ‘‹
Welcome to my **Graphics Programming 2 – Vulkan** repository β€” part of the **fourth semester (2024)** at **DAE**.

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## πŸ—„οΈ About this repository

This repo contains the **final project** of the **Graphics Programming 2** course.
It’s shared for **archival and educational purposes**, documenting my work in **advanced GPU programming** using **Vulkan**.

> ⚠️ Note: this project includes a **known minor bug** that has not been fixed.
> Consider this repository a **snapshot of learning advanced graphics techniques**.

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## πŸ”Ž Course Information

**πŸ“š Course:** Graphics Programming 2
**🏫 University:** Howest University of Applied Sciences - Digital Arts and Entertainment
**πŸ“ Location:** Kortrijk, Belgium
**πŸ—“οΈ Academic year:** 2023–24 | Fourth semester
**πŸŽ“ Study load:** 6 credits
**⏱️ Total study time:** 180 hours

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## πŸ‘¨β€πŸ« Teaching Staff

- **Co-ordinator:** Koen Samyn
- **Other teaching staff:** Flor Delombaerde, Pieter-Jan Vandenberghe

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## 🎯 Learning Goals

- Plans work schedule and monitors assignment progress.
- Researches and implements **state-of-the-art lighting techniques**.
- Evaluates and benchmarks own and others’ work.
- Develops technically efficient **3D applications** iteratively.
- Integrates graphical content, measures performance, and optimizes code.
- Applies problem-solving skills and uses Vulkan or DirectX correctly.

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## 🧩 Course Content

- Vulkan / DirectX API usage
- Vertex and pixel lighting
- Normal mapping & opacity
- Environment mapping & Fresnel falloff
- Geometry shaders & sprite rendering
- Post-processing effects
- Shadow mapping & compute shaders
- 3D models, materials, and performance considerations

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## πŸ“‚ Repository Structure

All code and assets for the final project are on the **main branch**, implementing a complete Vulkan-based renderer.

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## πŸš€ Release

A single **final release** is available in the [πŸ“¦ Releases](../../releases) section:

`graphics_programming_2-vulkan-0.9.0-windows-x64.zip`

Includes Windows x64 build with the final project β€” note the **known minor bug**.

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## 🧠 Final Thoughts

This repository captures my **advanced GPU programming journey** β€” mastering Vulkan, shaders, PBR, and post-processing effects.
If you’re exploring modern graphics APIs: **experiment, profile, and embrace GPU rendering complexity** πŸ”¬βš‘

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### βš–οΈ License
This repository is licensed under the **MIT License** β€” feel free to explore, learn, or reuse for study purposes.