Vulkan Cookbook: Work through recipes to unlock the full potential of the next generation graphics API-Vulkan (pdf)

$12.00

Author Pawel Lapinski
Edition 1
Edition Year 2017
Format PDF
ISBN 9781786468154
Language English
Number Of Pages 702
Publisher Packt Publishing

Description

Book Description

 

Vulkan is the next generation graphics API released by the Khronos group. It is expected to be the successor to OpenGL and OpenGL ES, which it shares some similarities with such as its cross-platform capabilities, programmed pipeline stages, or nomenclature. Vulkan is a low-level API that gives developers much more control over the hardware, but also adds new responsibilities such as explicit memory and resources management. With it, though, Vulkan is expected to be much faster.
This book is your guide to understanding Vulkan through a series of recipes. We start off by teaching you how to create instances in Vulkan and choose the device on which operations will be performed. You will then explore more complex topics such as command buffers, resources and memory management, pipelines, GLSL shaders, render passes, and more. Gradually, the book moves on to teach you advanced rendering techniques, how to draw 3D scenes, and how to improve the performance of your applications.
By the end of the book, you will be familiar with the latest advanced techniques implemented with the Vulkan API, which can be used on a wide range of platforms.Key Features
  • This book explores a wide range of modern graphics programming techniques and GPU compute methods to make the best use of the Vulkan API.
  • Teaches techniques that can be applied to a wide range of platforms desktop, smartphones, and embedded devices.
  • Presents exciting imaging processing and post-processing techniques.What you will learn
    • Work with Swapchain to present images on screen
    • Create, submit, and synchronize operations processed by the hardware
    • Create buffers and images, manage their memory, and upload data to them from CPU
    • Explore descriptor sets and set up an interface between application and shaders
    • Organize drawing operations into a set of render passes and subpasses
    • Prepare graphics pipelines to draw 3D scenes and compute pipelines to perform mathematical calculations
    • Implement geometry projection and tessellation, texturing, lighting, and post-processing techniques
    • Write shaders in GLSL and convert them into SPIR-V assemblies
    • Find out about and implement a collection of popular, advanced rendering techniques found in games and benchmarks

Additional information

Author

Pawel Lapinski

Edition

1

Edition Year

2017

Format

PDF

ISBN

9781786468154

Language

English

Number Of Pages

702

Publisher

Packt Publishing

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