Hi,
hab mir mal erlaubt eine Linksammlung, rund um Vulkan und DirectX12, zu starten:
Manual/Documentation
Mantle Programming Guide
Direct3D 12 Graphics *NEW*
DirectX 12
GDC2015:
Advanced Visual Effects With DirectX 11 & 12 / Getting the Most Out of DirectX12
Slides
DirectX 12: A New Meaning for Efficiency and Performance
Slides
Efficient Rendering with DirectX* 12 on Intel® Graphics:
Slides
OIT to Volumetric Shadow Maps, 101 Uses for Raster Ordered Views using DirectX 12:
Slides
Advanced DirectX12 Graphics and Performance:
Video
IDF14:
Microsoft Direct3D 12: New API Details and Intel Optimizations:
Slides
GDC 2014:
Direct3D 12 API Preview:
Video
Intel Direct3D 12 Overview:
Part 1: 'Closer To The Metal'
Part 2: Pipeline State Object
Part 3: Resource Binding
Part 4: Heaps and Tables
Part 5: Bundles
Part 6: Command Lists
Part 7: Dynamic Heaps
Part 8: CPU Parallelism
DirectX 12 Blog:
Link
Introduction to resource binding in microsoft DirectX 12
Vulkan
GDC 2015:
Vulkan Press Briefing:
Slides
More on Vulkan and SPIR-V: The future of high-performance graphics
Slides,
Video
The future of high-performance graphics (Valve Session)
Slides
Spir, OpenCL, SYCL:
Slides,
Video
Glave - An Interactive Tracefile Debugger (Demonstration):
Video