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Mastering Graphics Programming with Vulkan
Mastering Graphics Programming with Vulkan

Mastering Graphics Programming with Vulkan: Develop a modern rendering engine from first principles to state-of-the-art techniques

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Mastering Graphics Programming with Vulkan

Part 1: Foundations of a Modern Rendering Engine

In this part, we will build a solid foundation for our rendering engine. We will cover the following chapters in this section:

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Key benefits

  • Develop high-performance rendering techniques in Vulkan
  • Automate some of the more tedious aspects like pipeline layouts and resource barriers
  • Understand how to take advantage of mesh shaders and ray tracing

Description

Vulkan 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. Learning Vulkan is a foundational step to understanding how a modern graphics API works, both on desktop and mobile. In Mastering Graphics Programming with Vulkan, you’ll begin by developing the foundations of a rendering framework. You’ll learn how to leverage advanced Vulkan features to write a modern rendering engine. The chapters will cover how to automate resource binding and dependencies. You’ll then take advantage of GPU-driven rendering to scale the size of your scenes and finally, you’ll get familiar with ray tracing techniques that will improve the visual quality of your rendered image. By the end of this book, you’ll have a thorough understanding of the inner workings of a modern rendering engine and the graphics techniques employed to achieve state-of-the-art results. The framework developed in this book will be the starting point for all your future experiments.

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

Product Details

Country selected

Publication date : Feb 10, 2023
Length 382 pages
Edition : 1st Edition
Language : English
ISBN-13 : 9781803244792
Category :
Languages :
Tools :

What do you get with eBook?

Product feature icon Instant access to your Digital eBook purchase
Product feature icon Download this book in EPUB and PDF formats
Product feature icon AI Assistant (beta) to help accelerate your learning
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Product feature icon DRM FREE - Read whenever, wherever and however you want
Buy Now

Product Details


Publication date : Feb 10, 2023
Length 382 pages
Edition : 1st Edition
Language : English
ISBN-13 : 9781803244792
Category :
Languages :
Tools :

Table of Contents

21 Chapters
Preface Chevron down icon Chevron up icon
1. Part 1: Foundations of a Modern Rendering Engine Chevron down icon Chevron up icon
2. Chapter 1: Introducing the Raptor Engine and Hydra Chevron down icon Chevron up icon
3. Chapter 2: Improving Resources Management Chevron down icon Chevron up icon
4. Chapter 3: Unlocking Multi-Threading Chevron down icon Chevron up icon
5. Chapter 4: Implementing a Frame Graph Chevron down icon Chevron up icon
6. Chapter 5: Unlocking Async Compute Chevron down icon Chevron up icon
7. Part 2: GPU-Driven Rendering Chevron down icon Chevron up icon
8. Chapter 6: GPU-Driven Rendering Chevron down icon Chevron up icon
9. Chapter 7: Rendering Many Lights with Clustered Deferred Rendering Chevron down icon Chevron up icon
10. Chapter 8: Adding Shadows Using Mesh Shaders Chevron down icon Chevron up icon
11. Chapter 9: Implementing Variable Rate Shading Chevron down icon Chevron up icon
12. Chapter 10: Adding Volumetric Fog Chevron down icon Chevron up icon
13. Part 3: Advanced Rendering Techniques Chevron down icon Chevron up icon
14. Chapter 11: Temporal Anti-Aliasing Chevron down icon Chevron up icon
15. Chapter 12: Getting Started with Ray Tracing Chevron down icon Chevron up icon
16. Chapter 13: Revisiting Shadows with Ray Tracing Chevron down icon Chevron up icon
17. Chapter 14: Adding Dynamic Diffuse Global Illumination with Ray Tracing Chevron down icon Chevron up icon
18. Chapter 15: Adding Reflections with Ray Tracing Chevron down icon Chevron up icon
19. Index Chevron down icon Chevron up icon
20. Other Books You May Enjoy Chevron down icon Chevron up icon

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Salim Pamukcu Feb 6, 2024
Full star icon Full star icon Full star icon Full star icon Full star icon 5
this is an excellent book which you understanding from the beginning ; including the build systems, how to get the drivers and very useful information that can be used if you are dealing with Vulkan Api
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N/A Jun 1, 2024
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Very well explained with good examples and useful code.
Feefo Verified review Feefo image
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