Sign In Start Free Trial
Account

Add to playlist

Create a Playlist

Modal Close icon
You need to login to use this feature.
  • Book Overview & Buying Mastering Graphics Programming with Vulkan
  • Table Of Contents Toc
  • Feedback & Rating feedback
Mastering Graphics Programming with Vulkan

Mastering Graphics Programming with Vulkan

By : Marco Castorina, Gabriel Sassone
4.4 (38)
close
close
Mastering Graphics Programming with Vulkan

Mastering Graphics Programming with Vulkan

4.4 (38)
By: Marco Castorina, Gabriel Sassone

Overview of this book

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 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.
Table of Contents (21 chapters)
close
close
1
Part 1: Foundations of a Modern Rendering Engine
In Progress | 0 / 1 sections completed | 0%
5
Chapter 4: Implementing a Frame Graph
In Progress | 0 / 5 sections completed | 0%
7
Part 2: GPU-Driven Rendering
In Progress | 0 / 1 sections completed | 0%
13
Part 3: Advanced Rendering Techniques
In Progress | 0 / 1 sections completed | 0%
19
Index
In Progress | 0 / 2 sections completed | 0%

Improving shadow memory with Vulkan’s sparse resources

As we mentioned at the end of the last section, we currently allocate the full memory for each cubemap for all the lights. Depending on the screen size of the light, we might be wasting memory as distant and small lights won’t be able to take advantage of the high resolution of the shadow map.

For this reason, we have implemented a technique that allows us to dynamically determine the resolution of each cubemap based on the camera position. With this information, we can then manage a sparse texture and re-assign its memory at runtime depending on the requirements for a given frame.

Sparse textures (sometimes also referred to as virtual textures) can be implemented manually, but luckily, they are supported natively in Vulkan. We are now going to describe how to use the Vulkan API to implement them.

Creating and allocating sparse textures

Regular resources in Vulkan must be bound to a single memory allocation...

Unlock full access

Continue reading for free

A Packt free trial gives you instant online access to our library of over 7000 practical eBooks and videos, constantly updated with the latest in tech

Create a Note

Modal Close icon
You need to login to use this feature.
notes
bookmark search playlist download font-size

Change the font size

margin-width

Change margin width

day-mode

Change background colour

Close icon Search
Country selected

Close icon Your notes and bookmarks

Delete Bookmark

Modal Close icon
Are you sure you want to delete it?
Cancel
Yes, Delete

Delete Note

Modal Close icon
Are you sure you want to delete it?
Cancel
Yes, Delete

Confirmation

Modal Close icon
claim successful

Buy this book with your credits?

Modal Close icon
Are you sure you want to buy this book with one of your credits?
Close
YES, BUY