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The Modern Vulkan Cookbook
The Modern Vulkan Cookbook

The Modern Vulkan Cookbook: A practical guide to 3D graphics and advanced real-time rendering techniques in Vulkan

By Preetish Kakkar , Mauricio Maurer
$19.99 per month
Book Apr 2024 334 pages 1st Edition
eBook
AU$55.99 AU$14.99
Print
AU$68.99
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eBook
AU$55.99 AU$14.99
Print
AU$68.99
Subscription
$19.99 Monthly

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Product Details


Publication date : Apr 12, 2024
Length 334 pages
Edition : 1st Edition
Language : English
ISBN-13 : 9781803239989
Category :
Languages :
Concepts :
Table of content icon View table of contents Preview book icon Preview Book

The Modern Vulkan Cookbook

Working with Modern Vulkan

The goal of this chapter is to show you how to render a scene that accepts input information, such as textures and uniform data, from the application side. This chapter will cover advanced topics in the Vulkan API that build upon the core concepts discussed in the previous chapter and present all the information you need to render complex scenes, along with newer features of the API. Additionally, the chapter will demonstrate techniques to enhance the rendering speed.

In this chapter, we’re going to cover the following recipes:

  • Understanding Vulkan’s memory model
  • Instantiating the VMA library
  • Creating buffers
  • Uploading data to buffers
  • Creating a staging buffer
  • How to avoid data races using ring buffers
  • Setting up pipeline barriers
  • Creating images (textures)
  • Creating an image view
  • Creating a sampler
  • Providing shader data
  • Customizing shader behavior with specialization constants
  • Implementing MDI and PVP
  • Adding flexibility to the rendering pipeline using dynamic rendering
  • Transferring resources between queue families

Technical requirements

For this chapter, you will need to make sure you have VS 2022 installed along with the Vulkan SDK. Basic familiarity with the C++ programming language and an understanding of OpenGL or any other graphics API will be useful. Please revisit Chapter 1, Vulkan Core Concepts, under the Technical requirements section for details on setting up and building executables for this chapter. The recipe for this chapter can be run by launching Chapter02_MultiDrawIndirect.exe executable.

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Key benefits

  • 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

Description

Vulkan 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

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Product Details


Publication date : Apr 12, 2024
Length 334 pages
Edition : 1st Edition
Language : English
ISBN-13 : 9781803239989
Category :
Languages :
Concepts :

Table of Contents

12 Chapters
Preface Chevron down icon Chevron up icon
1. Chapter 1: Vulkan Core Concepts Chevron down icon Chevron up icon
2. Chapter 2: Working with Modern Vulkan Chevron down icon Chevron up icon
3. Chapter 3: Implementing GPU-Driven Rendering Chevron down icon Chevron up icon
4. Chapter 4: Exploring Techniques for Lighting, Shading, and Shadows Chevron down icon Chevron up icon
5. Chapter 5: Deciphering Order-Independent Transparency Chevron down icon Chevron up icon
6. Chapter 6: Anti-Aliasing Techniques Chevron down icon Chevron up icon
7. Chapter 7: Ray Tracing and Hybrid Rendering Chevron down icon Chevron up icon
8. Chapter 8: Extended Reality with OpenXR Chevron down icon Chevron up icon
9. Chapter 9: Debugging and Performance Measurement Techniques Chevron down icon Chevron up icon
10. Index Chevron down icon Chevron up icon
11. Other Books You May Enjoy Chevron down icon Chevron up icon

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