Sign In Start Free Trial
Account

Add to playlist

Create a Playlist

Modal Close icon
You need to login to use this feature.
  • Book Overview & Buying Vulkan 3D Graphics Rendering Cookbook
  • Table Of Contents Toc
Vulkan 3D Graphics Rendering Cookbook

Vulkan 3D Graphics Rendering Cookbook - Second Edition

By : Sergey Kosarevsky, Alexey Medvedev, Viktor Latypov
3 (4)
close
close
Vulkan 3D Graphics Rendering Cookbook

Vulkan 3D Graphics Rendering Cookbook

3 (4)
By: Sergey Kosarevsky, Alexey Medvedev, Viktor Latypov

Overview of this book

Written by experts with decades of rendering experience, this cookbook equips you with practical, hands-on recipes to master modern 3D graphics development by using bindless Vulkan. Focusing on Vulkan 1.3, this second edition starts by setting up your development environment, and quickly transitions to building a robust 3D rendering framework using self-contained recipes. Each recipe helps you incrementally enhance your codebase, integrating a variety of 3D rendering techniques and algorithms into a cohesive project. You’ll get to grips with core techniques, such as glTF 2.0 physically based rendering, image-based lighting, and GPU-driven rendering. The chapters help you grasp advanced topics, including glTF animations, screen-space rendering techniques, and optimization strategies. You’ll also learn how to use glTF 2.0 advanced PBR extensions and handle complex geometry data, ensuring your rendering engine is both powerful and performant. These new additions will enable you to create dynamic and realistic 3D graphics environments, fully utilizing Vulkan’s capabilities. By the end of this 3D rendering book, you’ll have gained an improved understanding of best practices used in modern graphic APIs and be able to create fast and versatile 3D rendering frameworks. *Email sign-up and proof of purchase required
Table of Contents (15 chapters)
close
close
13
Other Books You May Enjoy
14
Index

Using Vulkan descriptor indexing

Descriptor indexing became part of the Vulkan core in version 1.2 as an optional feature, and it was made mandatory in Vulkan 1.3. This feature allows applications to place all their resources into one large descriptor set and make it available to all shaders. There’s no need to manage descriptor pools or construct per-shader descriptor sets. Everything is accessible to shaders at once. Shaders can access all resources in the system, and the only practical limit is performance. Let’s learn how to work with descriptor sets and descriptor indexing in Vulkan by exploring the LightweightVK framework.

How to do it...

Let’s examine the parts of the VulkanContext class that manage descriptors, as declared in lvk/vulkan/VulkanClasses.h. Integer variables currentMaxTextures_ and currentMaxSamplers_ define the maximum number of resources that can be stored in the descriptor set, referred to as vkDSet_. This descriptor set is allocated...

CONTINUE READING
83
Tech Concepts
36
Programming languages
73
Tech Tools
Icon Unlimited access to the largest independent learning library in tech of over 8,000 expert-authored tech books and videos.
Icon Innovative learning tools, including AI book assistants, code context explainers, and text-to-speech.
Icon 50+ new titles added per month and exclusive early access to books as they are being written.
Vulkan 3D Graphics Rendering Cookbook
notes
bookmark Notes and Bookmarks search Search in title playlist Add to playlist download Download options font-size Font size

Change the font size

margin-width Margin width

Change margin width

day-mode Day/Sepia/Night Modes

Change background colour

Close icon Search
Country selected

Close icon Your notes and bookmarks

Confirmation

Modal Close icon
claim successful

Buy this book with your credits?

Modal Close icon
Are you sure you want to buy this book with one of your credits?
Close
YES, BUY

Submit Your Feedback

Modal Close icon
Modal Close icon
Modal Close icon