Book Image

Mastering Graphics Programming with Vulkan

By : Marco Castorina, Gabriel Sassone
5 (1)
Book Image

Mastering Graphics Programming with Vulkan

5 (1)
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. Learning Vulkan is a foundational step to understanding how a modern graphics API works, both on desktop and mobile. In Mastering Graphics Programming with Vulkan, you’ll begin by developing the foundations of a rendering framework. You’ll learn how to leverage advanced Vulkan features to write a modern rendering engine. The chapters will cover how to automate resource binding and dependencies. You’ll then take advantage of GPU-driven rendering to scale the size of your scenes and finally, you’ll get familiar with ray tracing techniques that will improve the visual quality of your rendered image. By the end of this book, you’ll have a thorough understanding of the inner workings of a modern rendering engine and the graphics techniques employed to achieve state-of-the-art results. The framework developed in this book will be the starting point for all your future experiments.
Table of Contents (21 chapters)
1
Part 1: Foundations of a Modern Rendering Engine
7
Part 2: GPU-Driven Rendering
13
Part 3: Advanced Rendering Techniques

Introducing the Raptor Engine and Hydra

When we set out to write this book, we decided our goal was to start where a traditional Vulkan tutorial might end. There are plenty of great resources, both in print and on the web, that help beginners discover and understand the Vulkan API.

We decided to write this book as we felt there was a gap between these introductory tutorials and some of the more advanced material. Some of these topics might be covered in articles and blog posts, but we couldn’t find a resource that organized them in a single and cohesive format.

While we assume some familiarity with Vulkan, in this chapter, we take the opportunity to go over some of the basic concepts that we will build upon throughout the remainder of the book. We will present the code organization and the classes and libraries that we use throughout the book.

In this chapter, we’re going to cover the following main topics:

  • How to read this book
  • Understanding the code structure
  • Understanding the glTF scene format
  • Physically based rendering in a nutshell
  • A word on GPU debugging

By the end of this chapter, you will be familiar with the Raptor Engine and the rendering framework we developed for this book. You will have also learned the structure of the glTF model format and the base concepts behind physically based rendering.