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Mastering Graphics Programming With Vulkan. Develop a modern rendering engine featuring GPU-driven rendering, advanced lighting, and ray tracing - Second Edition Marco Castorina, Gabriel Sassone, Angelo Pesce

Książka w języku angielskim angielski
Mastering Graphics Programming With Vulkan. Develop a modern rendering engine featuring GPU-driven rendering, advanced lighting, and ray tracing - Second Edition Marco Castorina, Gabriel Sassone, Angelo Pesce - okladka książki

Mastering Graphics Programming With Vulkan. Develop a modern rendering engine featuring GPU-driven rendering, advanced lighting, and ray tracing - Second Edition Marco Castorina, Gabriel Sassone, Angelo Pesce - okladka książki

Mastering Graphics Programming With Vulkan. Develop a modern rendering engine featuring GPU-driven rendering, advanced lighting, and ray tracing - Second Edition Marco Castorina, Gabriel Sassone, Angelo Pesce - audiobook MP3

Mastering Graphics Programming With Vulkan. Develop a modern rendering engine featuring GPU-driven rendering, advanced lighting, and ray tracing - Second Edition Marco Castorina, Gabriel Sassone, Angelo Pesce - audiobook CD

Autorzy:
Marco Castorina, Gabriel Sassone, Angelo Pesce
Ocena:
Bądź pierwszym, który oceni tę książkę
Stron:
526
Dostępne formaty:
     PDF
     ePub

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Do przechowalni

Building a modern rendering engine can feel overwhelming when basic Vulkan tutorials only take you so far. This second edition bridges that gap, showing you how production-focused rendering systems manage resources, GPU work submission, geometry, and lighting, while incorporating techniques such as GPU-driven rendering, ray tracing, and ReSTIR GI.
You’ll gain clarity and confidence working with the API thanks to a framework that strips away the boilerplate while preserving Vulkan’s concepts. As you progress, you’ll explore Vulkan features such as descriptor indexing, mesh shaders, and async compute for performance and flexibility. You’ll also use frame graphs to build a rendering architecture designed to scale and simplify resource management. From there, you’ll build GPU-driven rendering that leverages meshlets and GPU-based culling, then move into Vulkan ray tracing for shadows and reflections and implement ReSTIR GI. Finally, you’ll apply differentiable rendering with Slang to create neural materials.
Written by two experienced graphics programmers, this book combines theory with implementation-focused guidance to help you gain practical skills. By the end, you’ll not only understand the Vulkan API at a deeper level but also have the knowledge to design and build your own modern renderer.

O autorach książki

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.
Gabriel Sassone is a rendering enthusiast currently working as a Principal Rendering Engineer at Multiplayer Group. Previously working for Avalanche Studios, where his first contact with Vulkan happened, where they developed the Vulkan layer for the proprietary Apex Engine and its Google Stadia Port. He previously worked at ReadyAtDawn, Codemasters, FrameStudios, and some non-gaming tech companies. His spare time is filled with music and rendering, gaming, and outdoor activities.

Packt Publishing - inne książki

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