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.
Offered by
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.
Mastering Graphics Programming with Vulkan
- About Book
- Who Is This Book For?
- Book Content
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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