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  • Book Overview & Buying The Modern Vulkan Cookbook
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The Modern Vulkan Cookbook

The Modern Vulkan Cookbook

By : Preetish Kakkar, Mauricio Maurer
4.6 (12)
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The Modern Vulkan Cookbook

The Modern Vulkan Cookbook

4.6 (12)
By: Preetish Kakkar, Mauricio Maurer

Overview of this book

Vulkan is a graphics API that gives the program total control of the GPU, allowing the GPU to be used to its full potential. This cookbook will uncover useful techniques for emerging new technologies, such as hybrid rendering, extended reality – mixed reality (MR), augmented reality (AR), virtual reality (VR) – and GPU-driven rendering, and even features a dedicated chapter to help you debug and profile your graphics applications with tips and tricks tested in real-world scenarios. The book starts by explaining basic Vulkan concepts while guiding you through the implementation of a basic graphics engine. The building blocks presented in the first few chapters will then help you implement more advanced techniques and algorithms, while getting you acquainted with the inner workings of Vulkan. Gradually, you’ll discover how Vulkan can be used to build hybrid renderers as well as leveraged for the future of graphics with AR/VR/MR. Moreover, you’ll gain an understanding of how it can be debugged or measured for performance. By the end of this book, you’ll be well versed in how to use Vulkan to write graphics applications and how graphics algorithms are implemented using Vulkan.
Table of Contents (12 chapters)
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Learning about Vulkan objects

The Vulkan API is extensive and many times larger than OpenGL (in any way you’d like to measure). Nonetheless, only a handful of very important objects are necessary to write many types of applications. As mentioned at the beginning of this chapter, the Vulkan API was leveled against the most demanding applications, those that need to control every single minute detail of the hardware to extract the maximum performance. But most applications don’t need all that flexibility and can get by with just the basics.

In this recipe, you will learn what Vulkan objects are and how they relate to each other.

Getting ready

Objects in Vulkan are opaque handles, and their types begin with the letters Vk. A Vulkan instance is called VkInstance, a Vulkan device is called VkDevice, and so on. Some objects need an instance of other objects to be created or allocated from. This dependency creates an implicit logical sequence as to object creation....

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The Modern Vulkan Cookbook
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