Book Image

Mastering Graphics Programming with Vulkan

By : Marco Castorina, Gabriel Sassone
5 (2)
Book Image

Mastering Graphics Programming with Vulkan

5 (2)
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)
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.