The Modern Vulkan Cookbook
Packt Publishing Limited (Verlag)
978-1-80323-998-9 (ISBN)
Key Features
Explore a wide range of advanced 3D graphics programming techniques to leverage the full potential of Vulkan API
Learn tips, tricks, and solutions to boost your 3D graphics for a wide range of cross-platform devices
Implement geometry projection, texturing, and lighting techniques
Purchase of the print or Kindle book includes a free PDF eBook
Book DescriptionVulkan is a graphics API that gives the program total control of the GPU, allowing the GPU to be used to its full potential. This cookbook will uncover useful techniques for emerging new technologies, such as hybrid rendering, extended reality – mixed reality (MR), augmented reality (AR), virtual reality (VR) – and GPU-driven rendering, and even features a dedicated chapter to help you debug and profile your graphics applications with tips and tricks tested in real-world scenarios.
The book starts by explaining basic Vulkan concepts while guiding you through the implementation of a basic graphics engine. The building blocks presented in the first few chapters will then help you implement more advanced techniques and algorithms, while getting you acquainted with the inner workings of Vulkan. Gradually, you’ll discover how Vulkan can be used to build hybrid renderers as well as leveraged for the future of graphics with AR/VR/MR. Moreover, you’ll gain an understanding of how it can be debugged or measured for performance.
By the end of this book, you’ll be well versed in how to use Vulkan to write graphics applications and how graphics algorithms are implemented using Vulkan.What you will learn
Set up your environment for Vulkan development
Understand how to draw graphics primitives using Vulkan
Use state-of-the-art Vulkan to implement a wide variety of modern rendering techniques such as DLSS, TAA, OIT, and foveated rendering
Implement hybrid techniques using rasterization and ray tracing to create photorealistic real-time engines
Create extended reality (AR/VR/MR) applications using OpenXR and Vulkan
Explore debugging techniques for graphics applications that use Vulkan
Who this book is forThis book is for computer graphics engineers who have experience in at least one graphics API, such as OpenGL (any variations), DirectX, or Metal, and wish to delve into Vulkan using hands-on, practical examples. Graphics engineers looking to use Vulkan's capabilities to develop real-time hybrid renderers and create XR applications will also find this book helpful. Familiarity with graphics APIs (such as OpenGL, OpenGL ES, Metal, or DirectX), proficiency in C++ programming, and a basic understanding of computer graphics algorithms are assumed.
Preetish Kakkar is a senior computer graphics engineer with Adobe and works on the rendering engine that powers products such as Aero, Stager, and After Effects. He has worked at Microsoft, MathWorks, and Stryker, where he co-authored various rendering engines as well as using other engines such as Unreal and Unity. He has more than 15 years of software development experience along with 10+ years in 3D graphics, scientific visualization, and medical imaging. Mauricio Maurer is a computer graphics engineer with nearly 20 years of experience working with 2D and 3D rendering, computational geometry, and rasterization in the fields of scientific visualization, CAD/CAM, and social networking. He is currently a graphics software engineer at Meta, helping to develop the next generation of AR/VR devices. Mauricio holds two master's degrees in computer science with a specialization in computer graphics from SUNY Stony Brook, NY, and the Federal University of Parana, Brazil.
Table of Contents
Vulkan Core Concepts
Working with Modern Vulkan
Implementing GPU-Driven Rendering
Exploring Techniques for Lighting, Shading, and Shadows
Deciphering Order-Independent Transparency
Anti-Aliasing Techniques
Ray Tracing and Hybrid Rendering
Extended Reality with OpenXR
Debugging and Performance Measurement Techniques
Erscheinungsdatum | 23.03.2024 |
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Verlagsort | Birmingham |
Sprache | englisch |
Maße | 191 x 235 mm |
Themenwelt | Mathematik / Informatik ► Informatik ► Grafik / Design |
Mathematik / Informatik ► Informatik ► Programmiersprachen / -werkzeuge | |
Informatik ► Software Entwicklung ► Spieleprogrammierung | |
ISBN-10 | 1-80323-998-0 / 1803239980 |
ISBN-13 | 978-1-80323-998-9 / 9781803239989 |
Zustand | Neuware |
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