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Mastering Graphics Programming with Vulkan

Mastering Graphics Programming with Vulkan

By : Marco Castorina, Gabriel Sassone
4.4 (38)
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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)
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1
Part 1: Foundations of a Modern Rendering Engine
7
Part 2: GPU-Driven Rendering
13
Part 3: Advanced Rendering Techniques

Index

As this ebook edition doesn't have fixed pagination, the page numbers below are hyperlinked for reference only, based on the printed edition of this book.

A

Acceleration Structures (ASes) 268, 276

any-hit shader 269

application layer 16

Array of Structures (AoS) 123

arrays 10

asset baking 11

async compute

separate queue, adding 114

AsynchronousLoader class

command pools, creating for transfer queue 69, 70

file request, processing 72

finished transfer renderer, signaling 75

responsibilities 69

semaphores and fences, creating for GPU synchronization 71, 72

staging buffer, creating 70, 71

upload request, processing 72-75

asynchronous loading 61-63

AsynchronousLoader class 69

I/O thread and tasks, creating 63, 64

Vulkan queues 64

Axis Aligned Bounding Boxes (AABBs) 131, 160, 269

B

banding 234

bi-directional distribution function (BRDF) 25

bindless 31

bindless rendering

descriptor...

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