Learning Vulkan (Paperback)
暫譯: 學習 Vulkan (平裝本)
Parminder Singh
- 出版商: Packt Publishing
- 出版日期: 2016-12-15
- 定價: $2,200
- 售價: 9.0 折 $1,980
- 語言: 英文
- 頁數: 243
- 裝訂: Paperback
- ISBN: 1786469804
- ISBN-13: 9781786469809
-
相關分類:
Vulkan
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相關翻譯:
Vulkan 學習指南 (簡中版)
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商品描述
Discover how to build impressive 3D graphics with the next-generation graphics API—Vulkan
About This Book
- Get started with the Vulkan API and its programming techniques using the easy-to-follow examples to create stunning 3D graphics
- Understand memory management in Vulkan and implement image and buffer resources
- Get hands-on with the drawing process and synchronization, and render a 3D graphics scene with the Vulkan graphics pipeline
Who This Book Is For
This 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.
What You Will Learn
- Learn 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 textures
In Detail
Vulkan, 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.
Style and approach
This book takes a practical approach to guide you through the Vulkan API, and you will get to build an application throughout the course of the book. Since you are expected to be familiar with C/C++, there is not much hand-holding throughout the course of the book.
商品描述(中文翻譯)
**探索如何使用下一代圖形 API—Vulkan 建立令人印象深刻的 3D 圖形**
## 本書介紹
- 開始使用 Vulkan API 及其程式設計技術,透過易於跟隨的範例創建驚人的 3D 圖形
- 理解 Vulkan 中的記憶體管理並實作影像和緩衝資源
- 實際操作繪圖過程和同步,並使用 Vulkan 圖形管線渲染 3D 圖形場景
## 本書適合對象
本書非常適合希望快速上手 Vulkan 的圖形程式設計師。對於有 OpenGL 和其他圖形 API 經驗的程式設計師來說,這本書也非常適合,因為它可以幫助他們利用下一代 API。預期讀者需具備良好的 C/C++ 知識。
## 您將學到的內容
- 學習 Vulkan 程式設計模型的基本原理,以發揮現代 GPU 設備的強大功能。
- 實作設備、命令緩衝區和佇列,以連接物理硬體。
- 探索各種驗證層,並學習如何使用它來除錯 Vulkan 應用程式。
- 掌握記憶體管理,以控制主機和設備的記憶體操作。
- 理解並實作 Vulkan 中的緩衝和影像資源類型。
- 在渲染通道中定義繪圖操作並實作圖形管線。
- 使用 SPIR-V 管理 GLSL 着色器,並透過描述符集和推送常數更新着色器資源。
- 學習繪圖過程,使用同步物件管理資源,並透過 Swapchain 在螢幕上渲染 3D 場景輸出。
- 透過紋理為渲染的 3D 場景帶來真實感,並實作線性和最佳紋理。
## 詳細內容
Vulkan 是下一代圖形和計算 API,是 Khronos 最新的產品。這個 API 是 OpenGL 的繼任者,與 OpenGL 不同的是,它提供了極大的靈活性和高效能的能力來控制現代 GPU 設備。透過本書,您將深入了解 Vulkan 的運作方式,以及如何在最低的硬體要求下運行驚人的圖形。
我們將從簡要介紹 Vulkan 系統開始,並展示其與 OpenGL API 繼任者的不同特徵。首先,您將學習如何與硬體設備建立連接,以查詢可用的佇列、記憶體類型和提供的功能。Vulkan 的詳細程度較高,因此在深入程式設計之前,您將掌握除錯技術,讓即使是初學者也能利用 Vulkan 的層和擴展功能克服錯誤陷阱。
您將掌握命令緩衝區,並獲得將各種操作命令記錄到命令緩衝區並提交到適當佇列以進行 GPU 處理的知識。我們將詳細探討記憶體管理,並演示如何使用緩衝和影像資源來創建繪圖紋理和影像視圖,以供展示引擎和頂點緩衝區存儲幾何資訊。
您將簡要了解 SPIR-V,這是管理着色器的新方法,並在渲染通道中定義繪圖操作作為單一工作單元,並利用附件和子通道。您還將創建幀緩衝區並建立穩固的圖形管線,並利用同步機制來管理 GPU 和 CPU 的握手。
到最後,您將了解所有需要知道的內容,以便在這個領域中動手實作最酷的圖形 API。
## 風格與方法
本書採取實用的方法來指導您使用 Vulkan API,並且您將在整個書籍過程中構建一個應用程式。由於預期您對 C/C++ 已經熟悉,因此在書籍的過程中不會有太多的手把手指導。