Each demo isolates one concept with complete annotated code, expected output, and experiments. Trainer runs live in class — students follow, understand, then write it themselves.
01
Read the Notes
Review the concept in Module Notes so the theory is fresh before the demo.
02
Watch & Follow
Trainer runs the demo live. Students type each line themselves and observe the output.
03
Experiment
Change values, break things deliberately, observe what happens. This is when understanding sticks.
5-Day Demo Roadmap — All Concepts at a Glance
Day 1 — OpenGL Foundations
Introduction, Environment Setup, Data Flow
7 demos · Modules 1, 2, 3 · From "what is a GPU" to drawing coloured geometry with VBO/VAO/EBO
Builds the complete Vulkan descriptor system: VkDescriptorSetLayout (binding 0 = uniform buffer), VkDescriptorPool, one VkDescriptorSet per swapchain image. Each frame: updates the UBO (MVP matrices) via persistent mapped memory, binds the descriptor set, draws an animated rotating orange triangle.
Creates a Vulkan compute pipeline (no graphics pipeline, no window). Dispatches a compute shader across 256×256 pixels — 65,536 threads each invert one pixel. Storage buffers (SSBO) for input/output. Push constants pass image dimensions. Pipeline barrier before CPU readback. Terminal reports timing and throughput.
Compute → Display — GPU-Processed Image in a Window
Bridges compute and graphics pipelines in one application. A compute pass inverts the gradient image into a storage buffer; a graphics pass reads that same buffer in the fragment shader and renders it fullscreen. Pipeline barrier between the two stages. Fullscreen triangle trick (3 vertices, no VkBuffer). Two descriptor sets sharing the compute output buffer.