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Learning Vulkan: Discover how to build impressive 3D graphics with the next-generation graphics API—Vulkan - Softcover

 
9781786469809: Learning Vulkan: Discover how to build impressive 3D graphics with the next-generation graphics API—Vulkan

Synopsis

Discover how to build impressive 3D graphics with the next-generation graphics API—Vulkan

Key Features

  • Get started with the Vulkan API and its programming techniques using the easy-to-follow examples to create stunning 3D graphics
  • Understand memory management in Vulkan and implement image and buffer resources
  • Get hands-on with the drawing process and synchronization, and render a 3D graphics scene with the Vulkan graphics pipeline

Book Description

Vulkan, the next generation graphics and compute API, is the latest offering by Khronos. This API is the successor of OpenGL and unlike OpenGL, it offers great flexibility and high performance capabilities to control modern GPU devices. With this book, you'll get great insights into the workings of Vulkan and how you can make stunning graphics run with minimum hardware requirements.

We begin with a brief introduction to the Vulkan system and show you its distinct features with the successor to the OpenGL API. First, you will see how to establish a connection with hardware devices to query the available queues, memory types, and capabilities offered. Vulkan is verbose, so before diving deep into programing, you’ll get to grips with debugging techniques so even first-timers can overcome error traps using Vulkan’s layer and extension features.

You’ll get a grip on command buffers and acquire the knowledge to record various operation commands into command buffer and submit it to a proper queue for GPU processing. We’ll take a detailed look at memory management and demonstrate the use of buffer and image resources to create drawing textures and image views for the presentation engine and vertex buffers to store geometry information.

You'll get a brief overview of SPIR-V, the new way to manage shaders, and you'll define the drawing operations as a single unit of work in the Render pass with the help of attachments and subpasses. You'll also create frame buffers and build a solid graphics pipeline, as well as making use of the synchronizing mechanism to manage GPU and CPU hand-shaking.

By the end, you’ll know everything you need to know to get your hands dirty with the coolest Graphics API on the block.

What you will learn

  • Implement device, command buffer and queues to get connected with the physical hardware
  • Get a grip on memory management to control host and device memory operations
  • Understand and implement buffer and image resource types in Vulkan
  • Define drawing operations in the Render pass and implement graphics pipeline
  • Learn the drawing process, manage resources with synchronization objects and render 3D scene output on screen with Swapchain
  • Bring realism to your rendered 3D scene with textures, and implement linear and optimal textures

Who this book is for

This book is ideal for graphic programmers who want to get up and running with Vulkan. It’s also great for programmers who have experience with OpenGL and other graphic APIs who want to take advantage of next generation APIs. A good knowledge of C/C++ is expected.

Table of Contents

  1. Getting started with the NextGen 3D graphics API
  2. Your first Vulkan pseudo program
  3. Shaking Hands with the Device
  4. Debugging in Vulkan
  5. Command Buffer Management and Memory Allocation
  6. Allocating Image Resources and Building a Swapchain with WSI
  7. Buffer resource, Render pass, Frame buffer and Shaders with SPIR-V
  8. Pipeline and Pipeline State Management
  9. Drawing objects
  10. Descriptors and Push Constant
  11. Drawing textures

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About the Author

Parminder Singh is a computation graphics engineer with Blackmagic Design, Singapore. He has been working and developing graphic applications in the fields of network simulations, geo-modeling, navigation, automotive, infotainment systems, image processing, and post-production for the past decade. His research interests include GPU programming for scalable graphics and compute applications, porting, and performance optimization techniques. He is a Vulkan, Metal and OpenGL ES trainer and has also authored OpenGL ES 3.0 Cookbook, Packt. His hobbies include traveling, light cooking, and spending quality time with his baby girl.

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