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Vulkan Dynamic Rendering Example

Cynthia Jul 13, 2026

Vulkan is a powerful, high-performance, and cross-platform graphics and computing API designed for real-time 3D applications. One of its most innovative features is dynamic rendering, offering enormous flexibility for rendering scenes in an application. Here, we'll explore a comprehensive example of Vulkan dynamic rendering to help you grasp its capabilities and implementation.

an artist's rendering of a volcano with lava and lava surrounding it in the dark
an artist's rendering of a volcano with lava and lava surrounding it in the dark

Dynamic rendering enables you to change the image to be rendered without modifying the graphics pipeline configuration. This is particularly useful when rendering multiple scenes, changing camera views, or updating the contents of swapchain images. Let's dive into an example that demonstrates these capabilities.

the top of a mountain is lit up with red and orange light from the lava
the top of a mountain is lit up with red and orange light from the lava

Multi-Scene Rendering

Multi-scene rendering is a common use case for dynamic rendering. It allows you to manage and render multiple scenes simultaneously, with each scene potentially having different demands. Our example will focus on rendering two distinct scenes, a 'landscape' and a 'cityscape'.

a very tall mountain with some lightning coming out of it's top and water running down the side
a very tall mountain with some lightning coming out of it's top and water running down the side

To achieve this, we'll maintain distinct swapchain images for each scene, each with its own view, projections, and lighting parameters. By dynamic rendering, we can quickly switch and display the desired scene within a single application.

Setting Up Swapchain Images

a painting of a volcano in the middle of a dark sky with red and orange clouds
a painting of a volcano in the middle of a dark sky with red and orange clouds

First, you'll need to create separate swapchain images for each scene. You can do this by configuring your swapchain creation parameters to support multiple images. For example:

VkSwapchainCreateInfoKHR swapchain CI{...};
CI.surfaceCount = 2; // Number of scenes to render
vkCreateSwapchainKHR(yourDevice, &CI, nullptr, &swapchain);

The surface count in the swapchain creation info should match the number of scenes you want to render. Then, you can proceed to create the corresponding image views.

Dynamic Scene Management

VOLCANIC
VOLCANIC

Next, you'll need to manage the scenes dynamically. This involves setting up the camera, light, and rendering parameters for each scene. When you want to switch scenes, you update the respective parameters. Here's a simple example:

// Assume you have two scenes, landscape and cityscape
bool currentScene = true; // Start with landscape scene

// Update scene parameters before rendering
void updateSceneParams(bool scene) {
    if (scene) {
        // Set landscape view, projection, and lights
        ...
        currentScene = false;
    } else {
        // Set cityscape view, projection, and lights
        ...
        currentScene = true;
    }
}

This function, updateSceneParams, prepares the parameters such as view, projection, and lights for rendering the chosen scene.

Scene Transition

an aerial view of lava in the ocean with red and black water flowing down it
an aerial view of lava in the ocean with red and black water flowing down it

Now that we have our scenes set up, let's discuss how to transition between them. This is where dynamic rendering truly shines, providing efficiency and flexibility in rendering different images.

The core of dynamic rendering involves selecting the correct swapchain image and view for rendering. In our example, you'll choose the image and parameters for the desired scene before beginning rendering. Here's how you might do it:

Mauna Lava
Mauna Lava
a river running through a valley surrounded by mountains and lava covered in red light from the sun
a river running through a valley surrounded by mountains and lava covered in red light from the sun
an image of a volcano with lava coming out of it
an image of a volcano with lava coming out of it
a large volcano spewing lava into the sky
a large volcano spewing lava into the sky
lava volcano, poster, 3d render
lava volcano, poster, 3d render
CREATIVE STEAKMASTER - TEKA
CREATIVE STEAKMASTER - TEKA
Theres a giant volcano in the center and several mount 2
Theres a giant volcano in the center and several mount 2
the steps to drawing volcanos in adobe and photoshopped with text that reads, how
the steps to drawing volcanos in adobe and photoshopped with text that reads, how
lava flowing down the side of a mountain at sunset with clouds in the sky above
lava flowing down the side of a mountain at sunset with clouds in the sky above

Acquiring the Next Image

First, you'll need to acquire the next image in the swapchain that's not in use by the system. You can do this with the vkAcquireNextImageKHR function:

VkResultacquireImageIndex;
vkAcquireNextImageKHR(yourDevice, swapchain, std::numeric_limits::max(),ふnull, &acquireSemaphore, &imageIndex);

The imageIndex returned represents the next image in the swapchain that's ready for rendering.

Rendering the Scene

Next, you'll render the desired scene using the acquired image and view parameters. This involves binding the appropriate image view and command buffers for the scene you want to render:

// Assume you have a function, recordCommandBuffer, that sets up the command buffer
vkCmdBeginRenderPass(...); // Begin the render pass

// Bind the image view for the scene
vkCmdBindImageView(...);

// When currentScene is true, render the landscape; else, render the cityscape
if (currentScene) {
    ... // Landscape render commands
} else {
    ... // Cityscape render commands
}

vkCmdEndRenderPass(...); // End the render pass

With this, you've successfully dynamic rendering to switch between scenes.

In conclusion, Vulkan dynamic rendering provides immense flexibility in rendering multiple scenes or rapidly changing visual contents. By maintaining separate swapchain images and dynamically managing the scenes, you can efficiently leverage dynamic rendering to bring more interactivity and versatility to your applications. Now that you've seen an example, you're well on your way to incorporating dynamic rendering into your projects.