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Mastering Graphics Programming with Vulkan

Mastering Graphics Programming with Vulkan

By : Marco Castorina, Gabriel Sassone
4.4 (36)
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Mastering Graphics Programming with Vulkan

Mastering Graphics Programming with Vulkan

4.4 (36)
By: Marco Castorina, Gabriel Sassone

Overview of this book

Vulkan is now an established and flexible multi-platform graphics API. It has been adopted in many industries, including game development, medical imaging, movie productions, and media playback but learning it can be a daunting challenge due to its low-level, complex nature. Mastering Graphics Programming with Vulkan is designed to help you overcome this difficulty, providing a practical approach to learning one of the most advanced graphics APIs. In Mastering Graphics Programming with Vulkan, you’ll focus on building a high-performance rendering engine from the ground up. You’ll explore Vulkan’s advanced features, such as pipeline layouts, resource barriers, and GPU-driven rendering, to automate tedious tasks and create efficient workflows. Additionally, you'll delve into cutting-edge techniques like mesh shaders and real-time ray tracing, elevating your graphics programming to the next level. By the end of this book, you’ll have a thorough understanding of modern rendering engines to confidently handle large-scale projects. Whether you're developing games, simulations, or visual effects, this guide will equip you with the skills and knowledge to harness Vulkan’s full potential.
Table of Contents (21 chapters)
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1
Part 1: Foundations of a Modern Rendering Engine
7
Part 2: GPU-Driven Rendering
13
Part 3: Advanced Rendering Techniques

Implementing Variable Rate Shading

In this chapter, we are going to implement a technique that has become quite popular recently: variable rate shading. This technique allows developers to specify at which rate to shade individual pixels while maintaining the same perceived visual quality. This approach allows us to reduce the time taken for some rendering passes, and the time savings can be used to implement more features or render at higher resolutions.

Vulkan provides multiple options to integrate this technique into an application, and we are going to provide an overview of all of them. This feature is provided through an extension that is supported only on recent hardware, but it’s possible to implement it manually using compute shaders. We won’t cover this option here, but we are going to point you to the relevant resources in the Further reading section.

In this chapter, we’ll cover the following main topics:

  • Introducing variable rate shading...
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Mastering Graphics Programming with Vulkan
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