{"title":"Vulkan all the way: Transitioning to a modern low-level graphics API in academia","authors":"Johannes Unterguggenberger, B. Kerbl, M. Wimmer","doi":"10.2139/ssrn.4263599","DOIUrl":null,"url":null,"abstract":"For over two decades, the OpenGL API provided users with the means for implementing versatile, feature-rich, and portable real-time graphics applications. Consequently, it has been widely adopted by practitioners and educators alike and is deeply ingrained in many curricula that teach realtime graphics for higher education. Over the years, the architecture of graphics processing units (GPUs) incrementally diverged from OpenGL’s conceptual design. The more recently introduced Vulkan API provides a more modern, fine-grained approach for interfacing with the GPU, which allows a high level of controllability and, thereby, deep insights into the inner workings of modern GPUs. This property makes the Vulkan API especially well suitable for teaching graphics programming in university education, where fundamental knowledge shall be conveyed. Hence, it stands to reason that educators who have their students’ best interests at heart should provide them with corresponding lecture material. However, Vulkan is notoriously verbose and rather challenging for first-time users, thus transitioning to this new API bears a considerable risk of failing to achieve expected teaching goals. In this paper, we document our experiences after teaching Vulkan in both introductory and advanced graphics courses side-by-side with conventional OpenGL. A collection of surveys enables us to draw conclusions about perceived workload, difficulty, and students’ acceptance of either approach. In doing so, we identify suitable conditions and recommendations for teaching Vulkan to both undergraduate and graduate students. © 2023 The Author(s). Published by Elsevier Ltd. This is an open access article under the CC BY license (http://creativecommons.org/licenses/by/4.0/).","PeriodicalId":51003,"journal":{"name":"Computer Graphics World","volume":"3 1","pages":"155-165"},"PeriodicalIF":0.0000,"publicationDate":"2023-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computer Graphics World","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.2139/ssrn.4263599","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"Computer Science","Score":null,"Total":0}
引用次数: 1
Vulkan一路走来:在学术界过渡到现代的低级图形API
二十多年来,OpenGL API为用户提供了实现多功能、功能丰富和可移植的实时图形应用程序的方法。因此,它已经被从业者和教育者广泛采用,并在许多高等教育的实时图形教学课程中根深蒂固。多年来,图形处理单元(gpu)的架构逐渐偏离了OpenGL的概念设计。最近推出的Vulkan API为与GPU的接口提供了更现代,更细粒度的方法,这允许高水平的可控性,从而深入了解现代GPU的内部工作原理。这种特性使得Vulkan API特别适合在大学教育中教授图形编程,因为大学教育需要教授基础知识。因此,把学生的最大利益放在心上的教育者应该为他们提供相应的讲座材料,这是理所当然的。然而,对于第一次使用Vulkan的用户来说,它是出了名的冗长,而且相当具有挑战性,因此过渡到这个新的API有相当大的风险,可能无法达到预期的教学目标。在本文中,我们记录了我们在与传统OpenGL并行的入门和高级图形课程中教授Vulkan后的经验。一系列调查使我们能够得出关于感知工作量、难度和学生对两种方法的接受程度的结论。在此过程中,我们确定了向本科生和研究生教授Vulkan的合适条件和建议。©2023作者。Elsevier Ltd.出版。这是一篇基于CC BY许可(http://creativecommons.org/licenses/by/4.0/)的开放获取文章。
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