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  • Book Overview & Buying Mastering Graphics Programming with Vulkan
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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
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5
Chapter 4: Implementing a Frame Graph
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7
Part 2: GPU-Driven Rendering
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13
Part 3: Advanced Rendering Techniques
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19
Index
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Conventions used

There are a number of text conventions used throughout this book.

Code in text: Indicates code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles. Here is an example: “For each resource type, we call the relative method on the DescriptorSetCreation object.”

A block of code is set as follows:

export VULKAN_SDK=~/vulkan/1.2.198.1/x86_64 
export PATH=$VULKAN_SDK/bin:$PATH 
export LD_LIBRARY_PATH=$VULKAN_SDK/lib:$LD_LIBRARY_PATH 
export VK_LAYER_PATH=$VULKAN_SDK/etc/vulkan/explicit_layer.d

When we wish to draw your attention to a particular part of a code block, the relevant lines or items are set in bold:

VkPhysicalDeviceFeatures2 device_features{ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FEATURES_2, &indexing_features }; 
    vkGetPhysicalDeviceFeatures2( vulkan_physical_device, 
    &device_features ); 
    bindless_supported = indexing_features.
    descriptorBindingPartiallyBound && indexing_features.
    runtimeDescriptorArray;

Any command-line input or output is written as follows:

$ tar -xvf vulkansdk-linux-x86_64-1.2.198.1.tar.gz

Bold: Indicates a new term, an important word, or words that you see onscreen. For instance, words in menus or dialog boxes appear in bold. Here is an example: “We then start the application by clicking on Launch, and we will notice an overlay reporting the frame time and the number of frames rendered.”

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