Mastering Graphics Programming with Vulkan: Develop a modern rendering engine from first principles to state-of-the-art techniques (Paperback)
暫譯: 掌握Vulkan圖形程式設計:從基本原則到尖端技術開發現代渲染引擎(平裝本)
Castorina, Marco, Sassone, Gabriel
- 出版商: Packt Publishing
- 出版日期: 2023-02-10
- 售價: $1,860
- 貴賓價: 9.5 折 $1,767
- 語言: 英文
- 頁數: 382
- 裝訂: Quality Paper - also called trade paper
- ISBN: 1803244798
- ISBN-13: 9781803244792
-
相關分類:
Vulkan
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商品描述
Develop a rendering framework by implementing next-generation 3D graphics, leveraging advanced Vulkan features, and getting familiar with efficient real-time ray tracing techniques uncovered by leading industry experts
Key Features
- Develop high-performance rendering techniques in Vulkan
- Automate some of the more tedious aspects like pipeline layouts and resource barriers
- Understand how to take advantage of mesh shaders and ray tracing
Book Description
Vulkan is now an established and flexible multi-platform graphics API. It has been adopted in many industries, including game development, medical imaging, movie productions, and media playback. Learning Vulkan is a foundational step to understanding how a modern graphics API works, both on desktop and mobile.
In Mastering Graphics Programming with Vulkan, you'll begin by developing the foundations of a rendering framework. You'll learn how to leverage advanced Vulkan features to write a modern rendering engine. The chapters will cover how to automate resource binding and dependencies. You'll then take advantage of GPU-driven rendering to scale the size of your scenes and finally, you'll get familiar with ray tracing techniques that will improve the visual quality of your rendered image.
By the end of this book, you'll have a thorough understanding of the inner workings of a modern rendering engine and the graphics techniques employed to achieve state-of-the-art results. The framework developed in this book will be the starting point for all your future experiments.
What you will learn
- Understand resources management and modern bindless techniques
- Get comfortable with how a frame graph works and know its advantages
- Explore how to render efficiently with many light sources
- Discover how to integrate variable rate shading
- Understand the benefits and limitations of temporal anti-aliasing
- Get to grips with how GPU-driven rendering works
- Explore and leverage ray tracing to improve render quality
Who this book is for
This book is for professional graphics and game developers who want to gain in-depth knowledge about how to write a modern and performant rendering engine in Vulkan. Familiarity with basic concepts of graphics programming (i.e. matrices, vectors, etc.) and fundamental knowledge of Vulkan are required.
商品描述(中文翻譯)
透過實現下一代 3D 圖形來開發渲染框架,利用先進的 Vulkan 特性,並熟悉業界專家揭示的高效即時光線追蹤技術
主要特點
- 在 Vulkan 中開發高效能渲染技術
- 自動化一些較繁瑣的方面,如管線佈局和資源障礙
- 理解如何利用網格著色器和光線追蹤
書籍描述
Vulkan 現在是一個成熟且靈活的多平台圖形 API。它已被許多行業採用,包括遊戲開發、醫學影像、電影製作和媒體播放。學習 Vulkan 是理解現代圖形 API 如何運作的基礎步驟,無論是在桌面還是移動設備上。
在《Mastering Graphics Programming with Vulkan》中,您將從開發渲染框架的基礎開始。您將學習如何利用先進的 Vulkan 特性來編寫現代渲染引擎。各章將涵蓋如何自動化資源綁定和依賴關係。接著,您將利用 GPU 驅動的渲染來擴展場景的大小,最後,您將熟悉光線追蹤技術,這將提高您渲染圖像的視覺質量。
在本書結束時,您將對現代渲染引擎的內部運作及其所採用的圖形技術有透徹的理解,以實現最先進的結果。本書中開發的框架將成為您未來所有實驗的起點。
您將學到什麼
- 理解資源管理和現代無綁定技術
- 熟悉幀圖的運作方式並了解其優勢
- 探索如何有效地渲染多個光源
- 發現如何整合可變速率著色
- 理解時間抗鋸齒的優點和限制
- 理解 GPU 驅動渲染的運作方式
- 探索並利用光線追蹤來提高渲染質量
本書適合誰
本書適合希望深入了解如何在 Vulkan 中編寫現代高效能渲染引擎的專業圖形和遊戲開發者。需要具備圖形編程的基本概念(即矩陣、向量等)和 Vulkan 的基本知識。
目錄大綱
1. Introducing the Raptor Engine and Hydra
2. Improving Resources Management
3. Unlocking Multi-Threading
4. Implementing a Frame Graph
5. Unlocking Async Compute
6. GPU-Driven Rendering
7. Rendering Many Lights with Clustered Deferred Rendering
8. Adding Shadows Using Mesh Shaders
9. Implementing Variable Rate Shading
10. Adding Volumetric Fog
11. Temporal Anti-Aliasing
12. Getting Started with Ray Tracing
13. Revisiting Shadows with Ray Tracing
14. Adding Dynamic Diffuse Global Illumination with Ray Tracing
15. Adding Reflections with Ray Tracing
目錄大綱(中文翻譯)
1. Introducing the Raptor Engine and Hydra
2. Improving Resources Management
3. Unlocking Multi-Threading
4. Implementing a Frame Graph
5. Unlocking Async Compute
6. GPU-Driven Rendering
7. Rendering Many Lights with Clustered Deferred Rendering
8. Adding Shadows Using Mesh Shaders
9. Implementing Variable Rate Shading
10. Adding Volumetric Fog
11. Temporal Anti-Aliasing
12. Getting Started with Ray Tracing
13. Revisiting Shadows with Ray Tracing
14. Adding Dynamic Diffuse Global Illumination with Ray Tracing
15. Adding Reflections with Ray Tracing