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Master Vulkan 1.3 with practical recipes for building, rendering, and optimizing stunning 3D graphics, guided by AR and rendering experts Sergey Kosarevsky and Alexey Medvedev Purchase the eBook for full-color content Key Features: - Learn to harness Vulkan 1.3 for building high-performance applications - Integrate cutting-edge rendering techniques into a real-time 3D engine - Use bindless Vulkan to render complex 3D scenes efficiently - Purchase of the print or Kindle book includes a free PDF eBook Book Description: Written by experts with decades of rendering experience, this cookbook equips…mehr

Produktbeschreibung
Master Vulkan 1.3 with practical recipes for building, rendering, and optimizing stunning 3D graphics, guided by AR and rendering experts Sergey Kosarevsky and Alexey Medvedev Purchase the eBook for full-color content Key Features: - Learn to harness Vulkan 1.3 for building high-performance applications - Integrate cutting-edge rendering techniques into a real-time 3D engine - Use bindless Vulkan to render complex 3D scenes efficiently - Purchase of the print or Kindle book includes a free PDF eBook Book Description: Written by experts with decades of rendering experience, this cookbook equips you with practical, hands-on recipes to master modern 3D graphics development by using bindless Vulkan. Focusing on Vulkan 1.3, this second edition starts by setting up your development environment, and quickly transitions to building a robust 3D rendering framework using self-contained recipes. Each recipe helps you incrementally enhance your codebase, integrating a variety of 3D rendering techniques and algorithms into a cohesive project. You'll get to grips with core techniques, such as glTF 2.0 physically based rendering, image-based lighting, and GPU-driven rendering. The chapters help you grasp advanced topics, including glTF animations, screen-space rendering techniques, and optimization strategies. You'll also learn how to use glTF 2.0 advanced PBR extensions and handle complex geometry data, ensuring your rendering engine is both powerful and performant. These new additions will enable you to create dynamic and realistic 3D graphics environments, fully utilizing Vulkan's capabilities. By the end of this 3D rendering book, you'll have gained an improved understanding of best practices used in modern graphic APIs and be able to create fast and versatile 3D rendering frameworks. What You Will Learn: - Master the core features of Vulkan 1.3, with a focus on bindless rendering - Learn effective techniques for debugging and profiling Vulkan applications - Build a glTF 2.0 physically based rendering pipeline from scratch - Enhance visual quality with advanced glTF 2.0 PBR extensions - Integrate multiple rendering techniques and optimizations into a single application - Manage large-scale content efficiently in real-time 3D rendering engines - Leverage Vulkan compute pipelines for advanced image and geometry processing Who this book is for: This book is for 3D graphics developers who want to build high-performance rendering engines with the latest Vulkan features and modern rendering methods. Whether you're an experienced developer with a solid grasp of 3D rendering math or someone proficient in C++ and basic linear algebra, this book offers valuable insights to deepen your expertise. If you've dabbled in creating custom 3D applications without relying on premade rendering engines, you'll find this guide particularly useful. Table of Contents - Establishing a Build Environment - Getting Started with Vulkan - Working with Vulkan Objects - Adding User Interaction and Productivity Tools - Working with Geometry Data - Physically Based Rendering Using the glTF 2.0 Shading Model - Advanced PBR Extensions - Graphics Rendering Pipeline - glTF Animations - Image-Based Techniques - Advanced Rendering Techniques and Optimizations
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Autorenporträt
Sergey Kosarevsky is a former rendering lead at Ubisoft RedLynx. He currently leads Vulkan development at Meta. He worked in the mobile industry at SPB Software, Yandex, Layar and Blippar, TWNKLS, and DAQRI, where he designed and implemented real-time rendering technology. He has more than 20 years of software development experience and more than 12 years of mobile and embedded 3D graphics experience. In his Ph.D. thesis, Sergey employed computer vision to solve mechanical engineering problems. He is also a co-author of several books on 3D graphics and mobile software development in C++, including "3D Graphics Rendering Cookbook".