Mastering Graphics Programming With Vulkan
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Mastering Graphics Programming With Vulkan
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Level up your graphics programming with Vulkan by building a modern renderer with GPU-driven techniques, ray tracing, advanced lighting, and neural materialsFree with your book: DRM-free PDF version + access to Packt's next-gen Reader*Key FeaturesBuild a modern Vulkan renderer using a lightweight Vulkan accelerator framework, with bindless resources, frame graphs, and async GPU submissionImplement GPU-driven rendering with mesh shaders, GPU culling, and shadowsAdvance from hardware ray tracing and ReSTIR GI to neural rendering with Slang*Email sign-up and proof of purchase requiredBook DescriptionBuilding a modern rendering engine can feel overwhelming when basic Vulkan tutorials only take you so far. This second edition bridges that gap, showing you how production-focused rendering systems manage resources, GPU work submission, geometry, and lighting, while incorporating techniques such as GPU-driven rendering, ray tracing, and ReSTIR GI.You'll gain clarity and confidence working with the API thanks to a framework that strips away the boilerplate while preserving Vulkan's concepts. As you progress, you'll explore Vulkan features such as descriptor indexing, mesh shaders, and async compute for performance and flexibility. You'll also use frame graphs to build a rendering architecture designed to scale and simplify resource management. From there, you'll build GPU-driven rendering that leverages meshlets and GPU-based culling, then move into Vulkan ray tracing for shadows and reflections and implement ReSTIR GI. Finally, you'll apply differentiable rendering with Slang to create neural materials.Written by two experienced graphics programmers, this book combines theory with implementation-focused guidance to help you gain practical skills. By the end, you'll not only understand the Vulkan API at a deeper level but also have the knowledge to design and build your own modern renderer.What you will learnManage GPU resources with bindless descriptors and shader reflectionBuild a frame graph and coordinate asynchronous GPU workloadsImplement GPU-driven rendering with meshlets and mesh shadersRender many lights and GPU-driven shadows efficientlyImplement volumetric fog, temporal anti-aliasing (TAA), and temporal upscalingBuild Vulkan acceleration structures and ray-tracing pipelinesImplement ray-traced shadows, reflections, and ReSTIR GICreate neural materials with Slang and differentiable renderingWho this book is forIdeal for graphics programmers and engine developers who are already familiar with Vulkan or modern graphics APIs and want to deepen their understanding of real-time rendering architecture and system design. You should already be comfortable with C++, graphics fundamentals such as vectors and matrices, and core Vulkan concepts including pipelines, descriptors, command buffers, and GPU resource management. Motivated hobbyists and early-career developers can also benefit, provided they are comfortable with these core Vulkan concepts and ready to engage with more advanced architectural topics.
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- Vikt
- 0,97 kg
- GTIN
- 09781806116379
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