Mastering Graphics Programming with Vulkan: Develop a modern rendering engine from first principles to state-of-the-art techniques

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· Packt Publishing Ltd
Libër elektronik
382
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Develop a rendering framework in this part-color guide by implementing next-generation 3D graphics, leveraging advanced Vulkan features, and getting familiar with efficient real-time ray tracing techniques uncovered by leading industry veterans, Marco Castorina and Gabriel SassoneKey Features
  • Use a pre-built "Raptor" engine to abstract tedious aspects like file systems, memory allocation, and utility functions
  • Delve into advanced graphics programming by taking advantage of Vulkan's cutting-edge features, including mesh shaders and ray tracing
  • Optimize your engine without reinventing the wheel
  • Purchase of the print or Kindle book includes a free PDF eBook
Book DescriptionVulkan 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.What you will learn
  • Understand resources management and modern bindless techniques
  • Get comfortable with how a frame graph works and know its advantages
  • Explore how to render efficiently with many light sources
  • Discover how to integrate variable rate shading
  • Understand the benefits and limitations of temporal anti-aliasing
  • Get to grips with how GPU-driven rendering works
  • Explore and leverage ray tracing to improve render quality
Who this book is for

This book is for professional graphics and game developers who want to gain in-depth knowledge about how to write a modern and performant rendering engine in Vulkan. Familiarity with basic concepts of graphics programming (i.e. matrices, vectors, etc.) and fundamental knowledge of Vulkan are required.

Rreth autorit

Marco Castorina first got familiar with Vulkan while working as a driver developer at Samsung. Later he developed a 2D and 3D renderer in Vulkan from scratch for a leading media-server company. He recently joined the games graphics performance team at AMD. In his spare time, he keeps up to date with the latest techniques in real-time graphics.

Gabriel Sassone is a rendering enthusiast currently working as a Principal Rendering Engineer at Multiplayer Group. Previously working for Avalanche Studios, where his first contact with Vulkan happened, where they developed the Vulkan layer for the proprietary Apex Engine and its Google Stadia Port. He previously worked at ReadyAtDawn, Codemasters, FrameStudios, and some non-gaming tech companies. His spare time is filled with music and rendering, gaming, and outdoor activities.

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