Learning Vulkan oleh Parminder Singh

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Penulis: Parminder Singh
Kategori: Engineering & IT
ISBN: 9781786460844
Ukuran file: 17.60 MB
Format: EPUB (e-book)
DRM: Applied (Requires eSentral Reader App)
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Key FeaturesGet started with the Vulkan API and its programming techniques using the easy-to-follow examples to create stunning 3D graphicsUnderstand memory management in Vulkan and implement image and buffer resourcesGet hands-on with the drawing process and synchronization, and render a 3D graphics scene with the Vulkan graphics pipelineBook DescriptionVulkan, 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, youll 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, youll get to grips with debugging techniques so even first-timers can overcome error traps using Vulkans layer and extension features.Youll 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. Well 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.Youll get a brief overview of SPIR-V, the new way to manage shaders, and youll define the drawing operations as a single unit of work in the Render pass with the help of attachments and subpasses. Youll 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, youll know everything you need to know to get your hands dirty with the coolest Graphics API on the block.What you will learnLearn 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 texturesAbout the AuthorParminder Singh is a computation graphics engineer with Blackmagic Design, Singapore. He has been working and developing graphic applications in the fields of network simulations, geo-modeling, navigation, automotive, infotainment systems, image processing, and post-production for the past decade. His research interests include GPU programming for scalable graphics and compute applications, porting, and performance optimization techniques.He is a Vulkan, Metal and OpenGL ES trainer and has also authored OpenGL ES 3.0 Cookbook, Packt. His hobbies include traveling, light cooking, and spending quality time with his baby girl.Feel free to connect Parminder at https://www.linkedin.com/in/parmindersingh18 or you can reach him at http://openglescookbook.com.Table of ContentsGetting Started with the NextGen 3D Graphics APIYour First Vulkan Pseudo ProgramShaking Hands with the DeviceDebugging in VulkanCommand Buffer and Memory Management in VulkanAllocating Image Resources and Building a Swapchain with WSIBuffer Resource, Render Pass, Framebuffer, and Shaders with SPIR-VPipelines and Pipeline State ManagementDrawing ObjectsDescriptors and Push ConstantDrawing Textures

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