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Learning Vulkan (Paperback)
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Learning Vulkan (Paperback)
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Discover how to build impressive 3D graphics with the
next-generation graphics API-Vulkan About This Book * Get started
with the Vulkan API and its programming techniques using the
easy-to-follow examples to create stunning 3D graphics * Understand
memory management in Vulkan and implement image and buffer
resources * Get hands-on with the drawing process and
synchronization, and render a 3D graphics scene with the Vulkan
graphics pipeline Who This Book Is For This book is ideal for
graphic programmers who want to get up and running with Vulkan.
It's also great for programmers who have experience with OpenGL and
other graphic APIs who want to take advantage of next generation
APIs. A good knowledge of C/C++ is expected. What You Will Learn *
Learn fundamentals of Vulkan programing model to harness the power
of modern GPU devices. * Implement device, command buffer and
queues to get connected with the physical hardware. * Explore
various validation layers and learn how to use it for debugging
Vulkan application. * Get a grip on memory management to control
host and device memory operations. * Understand and implement
buffer and image resource types in Vulkan. * Define drawing
operations in the Render pass and implement graphics pipeline. *
Manage GLSL shader using SPIR-V and update the shader resources
with descriptor sets and push constants. * Learn the drawing
process, manage resources with synchronization objects and render
3D scene output on screen with Swapchain. * Bring realism to your
rendered 3D scene with textures, and implement linear and optimal
textures In Detail Vulkan, the next generation graphics and compute
API, is the latest offering by Khronos. This API is the successor
of OpenGL and unlike OpenGL, it offers great flexibility and high
performance capabilities to control modern GPU devices. With this
book, you'll get great insights into the workings of Vulkan and how
you can make stunning graphics run with minimum hardware
requirements. We begin with a brief introduction to the Vulkan
system and show you its distinct features with the successor to the
OpenGL API. First, you will see how to establish a connection with
hardware devices to query the available queues, memory types, and
capabilities offered. Vulkan is verbose, so before diving deep into
programing, you'll get to grips with debugging techniques so even
first-timers can overcome error traps using Vulkan's layer and
extension features. You'll get a grip on command buffers and
acquire the knowledge to record various operation commands into
command buffer and submit it to a proper queue for GPU processing.
We'll take a detailed look at memory management and demonstrate the
use of buffer and image resources to create drawing textures and
image views for the presentation engine and vertex buffers to store
geometry information. You'll get a brief overview of SPIR-V, the
new way to manage shaders, and you'll define the drawing operations
as a single unit of work in the Render pass with the help of
attachments and subpasses. You'll also create frame buffers and
build a solid graphics pipeline, as well as making use of the
synchronizing mechanism to manage GPU and CPU hand-shaking. By the
end, you'll know everything you need to know to get your hands
dirty with the coolest Graphics API on the block. Style and
approach This book takes a practical approach to guide you through
the Vulkan API, and you will get to build an application throughout
the course of the book. Since you are expected to be familiar with
C/C++, there is not much hand-holding throughout the course of the
book.
General
Imprint: |
Packt Publishing Limited
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Country of origin: |
United Kingdom |
Release date: |
December 2016 |
Authors: |
Parminder Singh
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Dimensions: |
235 x 191 x 29mm (L x W x T) |
Format: |
Paperback
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Pages: |
466 |
ISBN-13: |
978-1-78646-980-9 |
Categories: |
Books >
Computing & IT >
Computer programming >
General
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LSN: |
1-78646-980-4 |
Barcode: |
9781786469809 |
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