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Auto Vk Toolkit

Getting serious about Vulkan development with this modern C++ framework, battle-tested in rapid prototyping, research, and teaching. Includes support for real-time ray tracing (RTX), serialization, and meshlets.

Install / Use

npx skills add cg-tuwien/Auto-Vk-Toolkit

Installs into whichever agent you are using.

README

Auto-Vk-Toolkit v1.0.1

Auto-Vk-Toolkit is a framework for the Vulkan graphics API, implemented in modern C++. It aims to hit the sweet spot between programmer-convenience and efficiency while still supporting full Vulkan functionality. To achieve this goal, this framework uses Auto-Vk, a convenience and productivity layer atop Vulkan-Hpp.

Auto-Vk-Toolkit has been successfully used for rapid prototyping, research (e.g., Conservative Meshlet Bounds for Robust Culling of Skinned Meshes, Fast Rendering of Parametric Objects on Modern GPUs), and teaching (e.g., Algorithms for Real-Time Rendering).

Some screenshots of applications implemented with Auto-Vk-Toolkit

This image showcases some work that has been developed using Auto-Vk-Toolkit (from left to right): Usage in an advanced graphics course for teaching modern low-level GPU concepts; visualization of 19,600 spherical harmonics glyphs from a brain scan; division of meshes into meshlets and rendering them with fine-grained view-frustum and backface culling in task and mesh shaders; ray traced shadows and reflections using the hardware-accelerated real-time ray tracing device extensions; rendering of 358k parametrically-defined fiber curves in real time.

Some of its highlight-features (besides the awesome features of Auto-Vk) include:

  • Window management and input handling through GLFW.
  • Render loop framework with update() and render() callbacks at varying or fixed update times.
  • Powerful Auto-Vk-avk::root implementation, with swap chain handling and automatic resource lifetime management.
  • Versatile updater which enables swapchain recreation.
  • In combination with a powerful Post Build Helper tool (Windows-only), the updater enables shader hot reloading.
  • Model loading of a variety of 3D scenes with the help of assimp.
  • Loading of .fscene files from the ORCA: Open Research Content Archive.
  • Loading of a multitude of image formats, including cube maps.
  • Versatile serializer support which allows to serialize Vulkan resources such as avk:buffer or avk::image instances, and also custom types; based on cereal.
  • User interface support through ImGui with support for displaying textures in the UI.
  • Support for real-time ray tracing (RTX) and convenient building of acceleration structures from triangle meshes or AABBs.
  • Support for dividing meshes into meshlets which can be rendered with task and mesh shaders.
  • Handling of bone hierarchies, supporting animation of skinned meshes.

Table of Contents

Installation

Auto-Vk-Toolkit is ready to go with Visual Studio or CMake. If your system meets the system requirements, everything is set up to build an run right out of the box. E.g., for Visual Studio, open visual_studio/auto_vk_toolkit.sln, set one of the example projects as startup project, build and run!

Hint: The version on the development branch might be more up-to-date and contain additional features and fixes. Please consider using that version, especially if you encounter problems.

Note: At the first run, the Post Build Helper tool is being built. Watch Visual Studio's "Output" tab for status messages and possible instructions.

Visual Studio 2022

A preconfigured project setup is provided for Visual Studio 2022 on Windows.

Requirements

Setup and build instructions

  • Clone or download this repository
  • Execute git submodule update --init to pull the Auto-Vk framework which is added as a submodule under auto_vk
  • Download and install one of the latest Vulkan SDKs for Windows!
    • Select the Vulkan Memory Allocator header. option so that the Vulkan Memory Allocator (VMA) library is installed.
    • Note: VMA can be installed through the Vulkan installer or its maintenance tool (e.g., maintenancetool.exe on Windows) by selecting the Vulkan Memory Allocator header. option.
  • Download and install Visual Studio Community 2022, or a newer version.
    • Select the Desktop development with C++ workload in the installer!
  • Recommended: Install the GLSL language integration extension for syntax highlighting in shader files!
    • Hint: Go to Tools -> Options -> GLSL language integration. For Vulkan shader development, either set Live compiling to False (syntax highlighting only), or set the External compiler executable file to, e.g., the path to glslangValidator.exe!
  • Open the Visual Studio solution file visual_studio/auto_vk_toolkit.sln, and build the solution
  • During building, you'll recognize messages from the Post Build Helper tool in Visual Studio's Output-tab, some popup messages, and an icon in the system tray. Please have a look at section Resource Mangement and the Post Build Helper for additional information.
  • Several example applications are available in the solution file. Set one of them as startup project, and run.

Set up your own project

  • To add Auto-Vk-Toolkit to one of your custom repositories, you might want to add it as a GIT submodule. You could execute git submodule add https://github.com/cg-tuwien/Auto-Vk-Toolkit.git auto_vk_toolkit to add Auto-Vk-Toolkit as submodule in directory auto_vk_toolkit.
  • Execute git submodule update --init --recursive in order to pull both, Auto-Vk-Toolkit and Auto-Vk.
  • The steps described under section Creating a New Project might be helpful for setting up a custom Visual Studio project that links against Auto-Vk-Toolkit.
  • The most convenient way to set up you own project might be one of the starter templates:

CMake

Please see docs/cmake.md!

Examples

Hello World | Multiple Queues | Compute Image Processing | ORCA Loader :-------------------------:|:-------------------------:|:-------------------------:|:-------------------------: Screenshot of the hello_world example application | Screenshot of the multiple_queues example application | Screenshot of the compute_image_processing example application | Screenshot of the orca_loader example application

Several example applications are included in this repository:

  • Hello World: How to render one single triangle
  • Vertex Buffers: How to use vertex buffers with graphics pipelines
  • Framebuffer: How to create and use framebuffers
  • Multi Invokee Rendering: How to use multiple invokees, how your application could be structured
  • Multiple Qeues: How to utilize multiple queues (two transfer and one graphics queue)
  • Compute Image Processing: How to use compute shaders for some image processing
  • Present From Compute: How to present to the swap chain from a compute queue
  • Model Loader: How to load 3D models from file and render them
  • ORCA Loader: How to load ORCA .fscene files and render them; also how to use the serializer
  • Static Meshlets: How to divide a 3D model into small meshlets and render them using task and mesh shaders
  • Skinned Meshlets: How to divide an animated, skinned 3D model into small meshlets and how to animate and render that using

Related Skills

View on GitHub
GitHub Stars445
CategoryDevelopment
Updated1mo ago
Forks34

Languages

C++

Security Score

85/100

Audited on Jul 9, 2026

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