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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
Complete Coverage of OpenGL (R) 4.5-the Latest Version (Includes
4.5, 4.4, SPIR-V, and Extensions) The latest version of today's
leading worldwide standard for computer graphics, OpenGL 4.5
delivers significant improvements in application efficiency,
flexibility, and performance. OpenGL 4.5 is an exceptionally mature
and robust platform for programming high-quality computer-generated
images and interactive applications using 2D and 3D objects, color
images, and shaders. OpenGL (R) Programming Guide, Ninth Edition,
presents definitive, comprehensive information on OpenGL 4.5, 4.4,
SPIR-V, OpenGL extensions, and the OpenGL Shading Language. It will
serve you for as long as you write or maintain OpenGL code. This
edition of the best-selling "Red Book" fully integrates shader
techniques alongside classic, function-centric approaches, and
contains extensive code examples that demonstrate modern
techniques. Starting with the fundamentals, its wide-ranging
coverage includes drawing, color, pixels, fragments,
transformations, textures, framebuffers, light and shadow, and
memory techniques for advanced rendering and nongraphical
applications. It also offers discussions of all shader stages,
including thorough explorations of tessellation, geometric, and
compute shaders. New coverage in this edition includes Thorough
coverage of OpenGL 4.5 Direct State Access (DSA), which overhauls
the OpenGL programming model and how applications access objects
Deeper discussions and more examples of shader functionality and
GPU processing, reflecting industry trends to move functionality
onto graphics processors Demonstrations and examples of key
features based on community feedback and suggestions Updated
appendixes covering the latest OpenGL libraries, related APIs,
functions, variables, formats, and debugging and profiling
techniques
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