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

Summary

In this chapter, we laid the foundations for the rest of the book. By now, you should be familiar with how the code is structured and how to use it. We introduced the Raptor Engine, and we have provided an overview of the main classes and libraries that are going to be used throughout the book.

We have presented the glTF format of the 3D models and how we parse this format into objects that will be used for rendering. We gave a brief introduction to PBR modeling and our implementation of it. Finally, we introduced RenderDoc and how it can be used to debug rendering issues or to understand how a frame is built.

In the next chapter, we are going to look at how to improve our resource management!