SKU/Artículo: AMZ-1786469804

Learning Vulkan: Discover how to build impressive 3D graphics with the next-generation graphics API—Vulkan

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Paperback

Kindle

Paperback

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  • Discover how to build impressive 3D graphics with the next-generation graphics API—VulkanKey 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, 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.What you will learnImplement device, command buffer and queues to get connected with the physical hardwareGet a grip on memory management to control host and device memory operationsUnderstand and implement buffer and image resource types in VulkanDefine drawing operations in the Render pass and implement graphics pipelineLearn the drawing process, manage resources with synchronization objects and render 3D scene output on screen with SwapchainBring realism to your rendered 3D scene with textures, and implement linear and optimal texturesWho this book is forThis 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.Table of ContentsGetting started with the NextGen 3D graphics APIYour first Vulkan pseudo programShaking Hands with the DeviceDebugging in VulkanCommand Buffer Management and Memory AllocationAllocating Image Resources and Building a Swapchain with WSIBuffer resource, Render pass, Frame buffer and Shaders with SPIR-VPipeline and Pipeline State ManagementDrawing objectsDescriptors and Push ConstantDrawing textures
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