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Vulkan Programming Guide - The Official Guide to Learning Vulkan (Paperback)
Loot Price: R1,897
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Vulkan Programming Guide - The Official Guide to Learning Vulkan (Paperback)
Series: OpenGL
Expected to ship within 12 - 17 working days
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The Definitive Vulkan (TM) Developer's Guide and Reference: Master
the Next-Generation Specification for Cross-Platform Graphics The
next generation of the OpenGL specification, Vulkan, has been
redesigned from the ground up, giving applications direct control
over GPU acceleration for unprecedented performance and
predictability. Vulkan (TM) Programming Guide is the essential,
authoritative reference to this new standard for experienced
graphics programmers in all Vulkan environments. Vulkan API lead
Graham Sellers (with contributions from language lead John
Kessenich) presents example-rich introductions to the portable
Vulkan API and the new SPIR-V shading language. The author
introduces Vulkan, its goals, and the key concepts framing its API,
and presents a complex rendering system that demonstrates both
Vulkan's uniqueness and its exceptional power. You'll find
authoritative coverage of topics ranging from drawing to memory,
and threading to compute shaders. The author especially shows how
to handle tasks such as synchronization, scheduling, and memory
management that are now the developer's responsibility. Vulkan (TM)
Programming Guide introduces powerful 3D development techniques for
fields ranging from video games to medical imaging, and
state-of-the-art approaches to solving challenging scientific
compute problems. Whether you're upgrading from OpenGL or moving to
open-standard graphics APIs for the first time, this guide will
help you get the results and performance you're looking for.
Coverage includes Extensively tested code examples to demonstrate
Vulkan's capabilities and show how it differs from OpenGL Expert
guidance on getting started and working with Vulkan's new memory
system Thorough discussion of queues, commands, moving data, and
presentation Full explanations of the SPIR-V binary shading
language and compute/graphics pipelines Detailed discussions of
drawing commands, geometry and fragment processing, synchronization
primitives, and reading Vulkan data into applications A complete
case study application: deferred rendering using complex multi-pass
architecture and multiple processing queues Appendixes presenting
Vulkan functions and SPIR-V opcodes, as well as a complete Vulkan
glossary
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