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

Conventions used

There are a number of text conventions used throughout this book.

Code in text: Indicates code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles. Here is an example: “For each resource type, we call the relative method on the DescriptorSetCreation object.”

A block of code is set as follows:

export VULKAN_SDK=~/vulkan/1.2.198.1/x86_64 
export PATH=$VULKAN_SDK/bin:$PATH 
export LD_LIBRARY_PATH=$VULKAN_SDK/lib:$LD_LIBRARY_PATH 
export VK_LAYER_PATH=$VULKAN_SDK/etc/vulkan/explicit_layer.d

When we wish to draw your attention to a particular part of a code block, the relevant lines or items are set in bold:

VkPhysicalDeviceFeatures2 device_features{ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FEATURES_2, &indexing_features }; 
    vkGetPhysicalDeviceFeatures2( vulkan_physical_device, 
    &device_features ); 
    bindless_supported = indexing_features.
    descriptorBindingPartiallyBound && indexing_features.
    runtimeDescriptorArray;

Any command-line input or output is written as follows:

$ tar -xvf vulkansdk-linux-x86_64-1.2.198.1.tar.gz

Bold: Indicates a new term, an important word, or words that you see onscreen. For instance, words in menus or dialog boxes appear in bold. Here is an example: “We then start the application by clicking on Launch, and we will notice an overlay reporting the frame time and the number of frames rendered.”

Tips or important notes

Appear like this.