Mastering Graphics Programming with Vulkan
Packt Publishing Limited (Verlag)
978-1-80324-479-2 (ISBN)
Key Features
Use a pre-built "Raptor" engine to abstract tedious aspects like file systems, memory allocation, and utility functions
Delve into advanced graphics programming by taking advantage of Vulkan's cutting-edge features, including mesh shaders and ray tracing
Optimize your engine without reinventing the wheel
Purchase of the print or Kindle book includes a free PDF eBook
Book DescriptionVulkan is now an established and flexible multi-platform graphics API. It has been adopted in many industries, including game development, medical imaging, movie productions, and media playback but learning it can be a daunting challenge due to its low-level, complex nature. Mastering Graphics Programming with Vulkan is designed to help you overcome this difficulty, providing a practical approach to learning one of the most advanced graphics APIs.
In Mastering Graphics Programming with Vulkan, you’ll focus on building a high-performance rendering engine from the ground up. You’ll explore Vulkan’s advanced features, such as pipeline layouts, resource barriers, and GPU-driven rendering, to automate tedious tasks and create efficient workflows. Additionally, you'll delve into cutting-edge techniques like mesh shaders and real-time ray tracing, elevating your graphics programming to the next level.
By the end of this book, you’ll have a thorough understanding of modern rendering engines to confidently handle large-scale projects. Whether you're developing games, simulations, or visual effects, this guide will equip you with the skills and knowledge to harness Vulkan’s full potential.What you will learn
Understand resources management and modern bindless techniques
Get comfortable with how a frame graph works and know its advantages
Explore how to render efficiently with many light sources
Discover how to integrate variable rate shading
Understand the benefits and limitations of temporal anti-aliasing
Get to grips with how GPU-driven rendering works
Explore and leverage ray tracing to improve render quality
Who this book is forThis book is for professional graphics and game developers who want to gain in-depth knowledge about how to write a modern and performant rendering engine in Vulkan. Familiarity with basic concepts of graphics programming (i.e. matrices, vectors, etc.) and fundamental knowledge of Vulkan are required.
Marco Castorina first got familiar with Vulkan while working as a driver developer at Samsung. Later he developed a 2D and 3D renderer in Vulkan from scratch for a leading media-server company. He recently joined the games graphics performance team at AMD. In his spare time, he keeps up to date with the latest techniques in real-time graphics. Gabriel Sassone is a rendering enthusiast currently working as a Principal Rendering Engineer at Multiplayer Group. Previously working for Avalanche Studios, where his first contact with Vulkan happened, where they developed the Vulkan layer for the proprietary Apex Engine and its Google Stadia Port. He previously worked at ReadyAtDawn, Codemasters, FrameStudios, and some non-gaming tech companies. His spare time is filled with music and rendering, gaming, and outdoor activities.
Table of Contents
Introducing the Raptor Engine and Hydra
Improving Resources Management
Unlocking Multi-Threading
Implementing a Frame Graph
Unlocking Async Compute
GPU-Driven Rendering
Rendering Many Lights with Clustered Deferred Rendering
Adding Shadows Using Mesh Shaders
Implementing Variable Rate Shading
Adding Volumetric Fog
Temporal Anti-Aliasing
Getting Started with Ray Tracing
Revisiting Shadows with Ray Tracing
Adding Dynamic Diffuse Global Illumination with Ray Tracing
Adding Reflections with Ray Tracing
Erscheinungsdatum | 13.02.2023 |
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Verlagsort | Birmingham |
Sprache | englisch |
Maße | 191 x 235 mm |
Themenwelt | Mathematik / Informatik ► Informatik ► Software Entwicklung |
ISBN-10 | 1-80324-479-8 / 1803244798 |
ISBN-13 | 978-1-80324-479-2 / 9781803244792 |
Zustand | Neuware |
Informationen gemäß Produktsicherheitsverordnung (GPSR) | |
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