Vulkanâ Programming Guide introduces powerful 3D development techniques for fields ranging from video games to medical imaging, and state-of-the-art approaches to solving challenging scientific compute problems.
Vulkanâ Programming Guide introduces powerful 3D development techniques for fields ranging from video games to medical imaging, and state-of-the-art approaches to solving challenging scientific compute problems.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Graham Sellers, API lead on the Vulkan specification, is AMD Software Architect and Engineering Fellow. Sellers represents AMD at the OpenGL ARB, has actively contributed to the core Vulkan and OpenGL specs and extensions, and holds several graphics and image processing patents. He coauthored OpenGL® Programming Guide, Ninth Edition. Contributing author John Kessenich is language lead on the Vulkan specification and is Senior Compiler Architect at LunarG Inc. He been active in OpenGL, GLSL, Vulkan, and SPIR-V development in the OpenGL ARB and in Khronos since 1999. Kessenich created SPIR-V and is its specification editor. As GLSL specification editor, he creates shader compiler tools and translators for improving portability.
Inhaltsangabe
Chapter 1: Overview of Vulkan Chapter 2: Memory and Resources Chapter 3: Queues and Commands Chapter 4: Moving Data Chapter 5: Presentation Chapter 6: Shaders and Pipelines Chapter 7: Graphics Pipelines Chapter 8: Drawing Chapter 9: Geometry Processing Chapter 10: Fragment Processing Chapter 11: Synchronization Chapter 12: Getting Data Back Chapter 13: Multipass Rendering Appendix: Vulkan Functions Glossary Index