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Mastering Graphics Programming with Vulkan
Mastering Graphics Programming with Vulkan

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

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Key benefits

  • 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

Description

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.

Who is this book 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.

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
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Publication date, Length, Edition, Language, ISBN-13
Last updated date : May 09, 2025
Publication date : Feb 10, 2023
Edition : 1st
Language : English
ISBN-13 : 9781806116379
Languages :
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Estimated delivery fee Deliver to Philippines

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(Includes tracking information)

Product Details

Last updated date : May 09, 2025
Publication date : Feb 10, 2023
Edition : 1st
Language : English
ISBN-13 : 9781806116379
Languages :
Tools :

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Table of Contents

20 Chapters
Part 1: Foundations of a Modern Rendering Engine Chevron down icon Chevron up icon
Chapter 1: Introducing the Raptor Engine and Hydra Chevron down icon Chevron up icon
Chapter 2: Improving Resources Management Chevron down icon Chevron up icon
Chapter 3: Unlocking Multi-Threading Chevron down icon Chevron up icon
Chapter 4: Implementing a Frame Graph Chevron down icon Chevron up icon
Chapter 5: Unlocking Async Compute Chevron down icon Chevron up icon
Part 2: GPU-Driven Rendering Chevron down icon Chevron up icon
Chapter 6: GPU-Driven Rendering Chevron down icon Chevron up icon
Chapter 7: Rendering Many Lights with Clustered Deferred Rendering Chevron down icon Chevron up icon
Chapter 8: Adding Shadows Using Mesh Shaders Chevron down icon Chevron up icon
Chapter 9: Implementing Variable Rate Shading Chevron down icon Chevron up icon
Chapter 10: Adding Volumetric Fog Chevron down icon Chevron up icon
Part 3: Advanced Rendering Techniques Chevron down icon Chevron up icon
Chapter 11: Temporal Anti-Aliasing Chevron down icon Chevron up icon
Chapter 12: Getting Started with Ray Tracing Chevron down icon Chevron up icon
Chapter 13: Revisiting Shadows with Ray Tracing Chevron down icon Chevron up icon
Chapter 14: Adding Dynamic Diffuse Global Illumination with Ray Tracing Chevron down icon Chevron up icon
Chapter 15: Adding Reflections with Ray Tracing Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon
Other Books You May Enjoy Chevron down icon Chevron up icon

Customer reviews

Top Reviews
Rating distribution
Full star icon Full star icon Full star icon Full star icon Half star icon 4.4
(36 Ratings)
5 star 66.7%
4 star 19.4%
3 star 5.6%
2 star 5.6%
1 star 2.8%
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Top Reviews

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Andreia G. Feb 13, 2023
Full star icon Full star icon Full star icon Full star icon Full star icon 5
This is a great Vulkan resource, concise and straightforward, aggregating a ton of information that you might have to dig around in random corners of the internet all in one place. The code snippets are well done, readable and very approachable, and the whole book follows a natural progression of practical usage of modern Vulkan.The use of a custom engine as a basis to show how Vulkan works is a really good idea! It provides a lot of context - Vulkan is very broad and can be used in a million ways, so having a concrete project and framework to focus on works very well. I'll be referring back to this book a lot in my Vulkan adventures!
Amazon Verified review Amazon
Omid May 03, 2024
Full star icon Full star icon Full star icon Full star icon Full star icon 5
On my first read i was dissapointed that it is not really a "vulkan" book. The last few chapters don't even mention vulkan api at all. However, once I started rereading it just as a graphics programming guide, i realized this is an amazing book. Going step by step through how to implement various techniques is much more valuable than just showing how to master a graphics api. Hopefully they'll come up with a 2nd edition with even more recent techniques like restir.
Amazon Verified review Amazon
Martin Valigursky Feb 10, 2023
Full star icon Full star icon Full star icon Full star icon Full star icon 5
The books looks at many modern rendering techniques. Its starts with the introduction of core techniques modern engines use, and explains details on how to use them and integrate them into the engine. Things like multi-threaded command buffer recording, frame graph using resource allocation / sharing, using of compute shaders. It builds on these to build a core rendering engine using meshlets, while doing culling on the GPU. Clustered lighting is used to effectively add large number of lights to the scene, most of which is running completely on the GPU.One of my favorite parts was the chapter on the temporal antialiasing, as that is something I'm keen to add to my engine. I enjoyed that the book starts with the simplest implementation that is reasonably easy to implement, and builds multiple improvement levels on top of this.Few last chapters are given to ray tracking, starting with overview of how raytracing fits into to the rendering pipeline and shaders. Then it explained implementation of multiple advanced topics, such as soft shadows, global illumination, and reflections. I have not used raytracing yet, so I was very eager to learn about this.Another thing I enjoyed is a list of references to many papers / websites and tutorials to help one with more detailed understanding of the topics discussed. This are part of every chapter, making it easy to access. The book typically gives you only a reasonably minimal introduction to some of these topics, before it focuses on the actual implementation, and so it's great to have additional resources handy if you're interested in more details.Overall, this was a very enjoyable read, an I'll be referencing the book and the resources it provides while I add many features to my engine!
Amazon Verified review Amazon
Amazon Customer Feb 10, 2023
Full star icon Full star icon Full star icon Full star icon Full star icon 5
I had the lucky opportunity to get this book to review before release and it’s been amazing, one of the best books that explains the modern State of the Art techniques in detail, the book slowly build it’s foundation and jumps to some advanced techniques.There’s a special chapter dedicated to multi threading and recording command buffers on different threads is something not be found anywhere. The next chapters deal with latest GPU rendering techniques like mesh shaders and provide some implementation examples, the explanation and building of base to complex techniques is amazing lywell written and structured in this book.Although this book starts from an intermediate level it has all the necessary chapters to make you advanced at the end of each section. In the last sections the book deals with State of the Art technique DDGI, which is a feast to the graphics programmers when they read it.Overall this book is a great resource and gives insight into the latest techniques, it is especially useful for graphics engineers who have finished their hello triangle and are looking for guidance to take their skill to the next level. This book is a must read for budding graphics engineers and explains real world implementation of how advanced techniques are actually implemented.10/10 thoroughly loved the read and the GitHub code for this book is also well written and structured to play with.
Amazon Verified review Amazon
Aaron V McDonald Apr 23, 2023
Full star icon Full star icon Full star icon Full star icon Full star icon 5
TL:DR - This book gave me new ideas for future engines, and using vulkan helped me overcome the "where to start" barrier.I feel this book is aimed at intermediate graphics engine developers. People who are more than familiar with the basics, and have solved some complex problems already. I've written a few, mostly for the web (webgl) and mostly for static CAD scenes (bim, step, etc), which has definitely left me a little stagnant in my skills. This book was a great eye opener for the number of concerns an engine generally has and offered, for me anyways, great ideas for solving some of those abstract problems. While I don't use vulkan for work, I'll definitely be referencing some of the engine design into future projects.
Amazon Verified review Amazon
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