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Verlag: Packt Publishing 4/28/2017, 2017
ISBN 10: 1786468158 ISBN 13: 9781786468154
Sprache: Englisch
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Verlag: Packt Publishing 2017-04-28, 2017
ISBN 10: 1786468158 ISBN 13: 9781786468154
Sprache: Englisch
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Verlag: Packt Publishing Limited, GB, 2023
ISBN 10: 1786468158 ISBN 13: 9781786468154
Sprache: Englisch
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In den WarenkorbDigital. Zustand: New. Work through recipes to unlock the full potential of the next generation graphics API-VulkanAbout This Book. This book explores a wide range of modern graphics programming techniques and GPU compute methods to make the best use of the Vulkan API. Learn techniques that can be applied to a wide range of platforms desktop, smartphones, and embedded devices. Get an idea on the graphics engine with multi-platform support and learn exciting imaging processing and post-processing techniquesWho This Book Is ForThis book is ideal for developers who know C/C++ languages, have some basic familiarity with graphics programming, and now want to take advantage of the new Vulkan API in the process of building next generation computer graphics. Some basic familiarity of Vulkan would be useful to follow the recipes. OpenGL developers who want to take advantage of the Vulkan API will also find this book useful.What You Will Learn. Work with Swapchain to present images on screen. Create, submit, and synchronize operations processed by the hardware. Create buffers and images, manage their memory, and upload data to them from CPU. Explore descriptor sets and set up an interface between application and shaders. Organize drawing operations into a set of render passes and subpasses. Prepare graphics pipelines to draw 3D scenes and compute pipelines to perform mathematical calculations.Implement geometry projection and tessellation, texturing, lighting, and post-processing techniques.Write shaders in GLSL and convert them into SPIR-V assemblies.Find out about and implement a collection of popular, advanced rendering techniques found in games and benchmarksIn DetailVulkan is the next generation graphics API released by the Khronos group. It is expected to be the successor to OpenGL and OpenGL ES, which it shares some similarities with such as its cross-platform capabilities, programmed pipeline stages, or nomenclature. Vulkan is a low-level API that gives developers much more control over the hardware, but also adds new responsibilities such as explicit memory and resources management. With it, though, Vulkan is expected to be much faster.This book is your guide to understanding Vulkan through a series of recipes. We start off by teaching you how to create instances in Vulkan and choose the device on which operations will be performed. You will then explore more complex topics such as command buffers, resources and memory management, pipelines, GLSL shaders, render passes, and more. Gradually, the book moves on to teach you advanced rendering techniques, how to draw 3D scenes, and how to improve the performance of your applications.By the end of the book, you will be familiar with the latest advanced techniques implemented with the Vulkan API, which can be used on a wide range of platforms.Style and approachThis recipe-based guide will empower you to implement modern graphic programming techniques and help gain a solid understanding of the new Vulkan API.
Verlag: Packt Publishing Limited, GB, 2023
ISBN 10: 1786468158 ISBN 13: 9781786468154
Sprache: Englisch
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In den WarenkorbDigital. Zustand: New. Work through recipes to unlock the full potential of the next generation graphics API-VulkanAbout This Book. This book explores a wide range of modern graphics programming techniques and GPU compute methods to make the best use of the Vulkan API. Learn techniques that can be applied to a wide range of platforms desktop, smartphones, and embedded devices. Get an idea on the graphics engine with multi-platform support and learn exciting imaging processing and post-processing techniquesWho This Book Is ForThis book is ideal for developers who know C/C++ languages, have some basic familiarity with graphics programming, and now want to take advantage of the new Vulkan API in the process of building next generation computer graphics. Some basic familiarity of Vulkan would be useful to follow the recipes. OpenGL developers who want to take advantage of the Vulkan API will also find this book useful.What You Will Learn. Work with Swapchain to present images on screen. Create, submit, and synchronize operations processed by the hardware. Create buffers and images, manage their memory, and upload data to them from CPU. Explore descriptor sets and set up an interface between application and shaders. Organize drawing operations into a set of render passes and subpasses. Prepare graphics pipelines to draw 3D scenes and compute pipelines to perform mathematical calculations.Implement geometry projection and tessellation, texturing, lighting, and post-processing techniques.Write shaders in GLSL and convert them into SPIR-V assemblies.Find out about and implement a collection of popular, advanced rendering techniques found in games and benchmarksIn DetailVulkan is the next generation graphics API released by the Khronos group. It is expected to be the successor to OpenGL and OpenGL ES, which it shares some similarities with such as its cross-platform capabilities, programmed pipeline stages, or nomenclature. Vulkan is a low-level API that gives developers much more control over the hardware, but also adds new responsibilities such as explicit memory and resources management. With it, though, Vulkan is expected to be much faster.This book is your guide to understanding Vulkan through a series of recipes. We start off by teaching you how to create instances in Vulkan and choose the device on which operations will be performed. You will then explore more complex topics such as command buffers, resources and memory management, pipelines, GLSL shaders, render passes, and more. Gradually, the book moves on to teach you advanced rendering techniques, how to draw 3D scenes, and how to improve the performance of your applications.By the end of the book, you will be familiar with the latest advanced techniques implemented with the Vulkan API, which can be used on a wide range of platforms.Style and approachThis recipe-based guide will empower you to implement modern graphic programming techniques and help gain a solid understanding of the new Vulkan API.
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In den WarenkorbZustand: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Über den AutorrnrnPawel Lapinski is a graphics software engineer at Intel Corporation. His professional career started 10 years ago when he and his friends were hired to develop a 3D training/simulation application using C++, OpenGL, and Cg.
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In den WarenkorbTaschenbuch. Zustand: Neu. Vulkan Cookbook | Work through recipes to unlock the full potential of the next generation graphics API-Vulkan | Pawel Lapinski | Taschenbuch | Kartoniert / Broschiert | Englisch | 2017 | Packt Publishing | EAN 9781786468154 | Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, 36244 Bad Hersfeld, gpsr[at]libri[dot]de | Anbieter: preigu Print on Demand.
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In den WarenkorbTaschenbuch. Zustand: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - Work through recipes to unlock the full potential of the next generation graphics API-VulkanKey FeaturesThis book explores a wide range of modern graphics programming techniques and GPU compute methods to make the best use of the Vulkan APILearn techniques that can be applied to a wide range of platforms desktop, smartphones, and embedded devicesGet an idea on the graphics engine with multi-platform support and learn exciting imaging processing and post-processing techniquesBook DescriptionVulkan is the next generation graphics API released by the Khronos group. It is expected to be the successor to OpenGL and OpenGL ES, which it shares some similarities with such as its cross-platform capabilities, programmed pipeline stages, or nomenclature. Vulkan is a low-level API that gives developers much more control over the hardware, but also adds new responsibilities such as explicit memory and resources management. With it, though, Vulkan is expected to be much faster.This book is your guide to understanding Vulkan through a series of recipes. We start off by teaching you how to create instances in Vulkan and choose the device on which operations will be performed. You will then explore more complex topics such as command buffers, resources and memory management, pipelines, GLSL shaders, render passes, and more. Gradually, the book moves on to teach you advanced rendering techniques, how to draw 3D scenes, and how to improve the performance of your applications.By the end of the book, you will be familiar with the latest advanced techniques implemented with the Vulkan API, which can be used on a wide range of platforms.What you will learnWork with Swapchain to present images on screenCreate, submit, and synchronize operations processed by the hardwareCreate buffers and images, manage their memory, and upload data to them from CPUExplore descriptor sets and set up an interface between application and shadersOrganize drawing operations into a set of render passes and subpassesPrepare graphics pipelines to draw 3D scenes and compute pipelines to perform mathematical calculationsImplement geometry projection and tessellation, texturing, lighting, and post-processing techniquesWrite shaders in GLSL and convert them into SPIR-V assembliesFind out about and implement a collection of popular, advanced rendering techniques found in games and benchmarksWho this book is forThis book is ideal for developers who know C/C++ languages, have some basic familiarity with graphics programming, and now want to take advantage of the new Vulkan API in the process of building next generation computer graphics. Some basic familiarity of Vulkan would be useful to follow the recipes. OpenGL developers who want to take advantage of the Vulkan API will also find this book useful.