Book

Mastering Graphics Programming with Vulkan

Mastering Graphics Programming with Vulkan starts by familiarizing you with the foundations of a modern rendering engine. This book will guide you through GPU-driven rendering and show you how to drive culling and rendering from the GPU to minimize CPU overhead. Finally, you’ll explore advanced rendering techniques like temporal anti-aliasing and ray tracing.

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Difficulty Level

Intermediate

Completion Time

12h44m

Language

English

About Book

Who Is This Book 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.

Book content

chapters 12h44m total length

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

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