Learning Vulkan (Paperback)

Parminder Singh

  • 出版商: Packt Publishing
  • 出版日期: 2016-12-15
  • 定價: $2,200
  • 售價: 9.0$1,980
  • 語言: 英文
  • 頁數: 243
  • 裝訂: Paperback
  • ISBN: 1786469804
  • ISBN-13: 9781786469809
  • 相關分類: Vulkan
  • 相關翻譯: Vulkan 學習指南 (簡中版)
  • 立即出貨 (庫存=1)

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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

關於本書


  • 使用易於理解的示例開始使用Vulkan API及其編程技巧,創建令人驚豔的3D圖形

  • 了解Vulkan中的內存管理,並實現圖像和緩衝區資源

  • 深入了解繪製過程和同步,並使用Vulkan圖形管線渲染3D圖形場景

本書適合對象

本書適合希望快速上手Vulkan的圖形程序員。對於有OpenGL和其他圖形API經驗的程序員,本書也非常適合,可以充分利用下一代API的優勢。需要具備良好的C/C++知識。

你將學到什麼


  • 學習Vulkan編程模型的基礎,以發揮現代GPU設備的強大功能

  • 實現設備、命令緩衝區和隊列,與物理硬件建立連接

  • 探索各種驗證層,並學習如何在調試Vulkan應用程序時使用它

  • 掌握內存管理,控制主機和設備內存操作

  • 了解並實現Vulkan中的緩衝區和圖像資源類型

  • 在渲染過程中定義繪製操作,並實現圖形管線

  • 使用SPIR-V管理GLSL着色器,並使用描述符集和推送常量更新着色器資源

  • 學習繪製過程,使用同步對象管理資源,並在屏幕上渲染3D場景輸出

  • 通過紋理為渲染的3D場景帶來真實感,並實現線性和最佳紋理

詳細內容

Vulkan是Khronos推出的下一代圖形和計算API。這個API是OpenGL的後繼者,與OpenGL不同,它提供了極大的靈活性和高性能能力,以控制現代GPU設備。通過本書,您將深入了解Vulkan的運作方式,並了解如何在最低硬件要求下運行令人驚豔的圖形。

我們首先簡要介紹Vulkan系統,並展示其與OpenGL API的區別特點。首先,您將了解如何與硬件設備建立連接,以查詢可用的隊列、內存類型和功能。Vulkan非常冗長,因此在深入編程之前,您將掌握調試技巧,即使是初學者也能使用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給適當隊列進行GPU處理的知識。我們將詳細介紹內存管理,並演示使用緩衝區和圖像資源創建繪製紋理和圖像視圖以供呈現引擎使用,以及使用頂點緩衝區存儲幾何信息。

您將簡要介紹SPIR-V,這是管理着色器的新方法,並使用附件和子通道將繪製操作定義為渲染過程的單個工作單位。您還將創建幀緩衝區並構建堅實的圖形管線,並利用同步機制來管理GPU和CPU之間的握手。

到最後,您將了解一切,可以開始使用最酷的圖形API。

風格和方法

本書以實用的方式引導您使用Vulkan API,並在整本書的過程中建立一個應用程序。由於您應該熟悉C/C++,因此在整本書的過程中不會有太多的指導。

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