80,99 €
inkl. MwSt.
Versandkostenfrei*
Versandfertig in 1-2 Wochen
payback
40 °P sammeln
  • Broschiertes Buch

Develop a rendering framework in this part-color guide by implementing next-generation 3D graphics, leveraging advanced Vulkan features, and getting familiar with efficient real-time ray tracing techniques uncovered by leading industry veterans, Marco Castorina and Gabriel Sassone Key Features: - Use a pre-built "Raptor" engine to abstract tedious aspects like file systems, memory allocation, and utility functions - Delve into advanced graphics programming by taking advantage of Vulkan's cutting-edge features, including mesh shaders and ray tracing - Optimize your engine without reinventing…mehr

Produktbeschreibung
Develop a rendering framework in this part-color guide by implementing next-generation 3D graphics, leveraging advanced Vulkan features, and getting familiar with efficient real-time ray tracing techniques uncovered by leading industry veterans, Marco Castorina and Gabriel Sassone Key Features: - Use a pre-built "Raptor" engine to abstract tedious aspects like file systems, memory allocation, and utility functions - Delve into advanced graphics programming by taking advantage of Vulkan's cutting-edge features, including mesh shaders and ray tracing - Optimize your engine without reinventing the wheel - Purchase of the print or Kindle book includes a free PDF eBook 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 but learning it can be a daunting challenge due to its low-level, complex nature. Mastering Graphics Programming with Vulkan is designed to help you overcome this difficulty, providing a practical approach to learning one of the most advanced graphics APIs. In Mastering Graphics Programming with Vulkan, you'll focus on building a high-performance rendering engine from the ground up. You'll explore Vulkan's advanced features, such as pipeline layouts, resource barriers, and GPU-driven rendering, to automate tedious tasks and create efficient workflows. Additionally, you'll delve into cutting-edge techniques like mesh shaders and real-time ray tracing, elevating your graphics programming to the next level. By the end of this book, you'll have a thorough understanding of modern rendering engines to confidently handle large-scale projects. Whether you're developing games, simulations, or visual effects, this guide will equip you with the skills and knowledge to harness Vulkan's full potential. 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. Table of Contents - Introducing the Raptor Engine and Hydra - Improving Resources Management - Unlocking Multi-Threading - Implementing a Frame Graph - Unlocking Async Compute - GPU-Driven Rendering - Rendering Many Lights with Clustered Deferred Rendering - Adding Shadows Using Mesh Shaders - Implementing Variable Rate Shading - Adding Volumetric Fog - Temporal Anti-Aliasing - Getting Started with Ray Tracing - Revisiting Shadows with Ray Tracing - Adding Dynamic Diffuse Global Illumination with Ray Tracing - Adding Reflections with Ray Tracing
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Autorenporträt
Marco Castorina first got familiar with Vulkan while working as a driver developer at Samsung. Later he developed a 2D and 3D renderer in Vulkan from scratch for a leading media-server company. He recently joined the games graphics performance team at AMD. In his spare time, he keeps up to date with the latest techniques in real-time graphics.