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Mastering Graphics Programming with Vulkan

You're reading from   Mastering Graphics Programming with Vulkan Develop a modern rendering engine from first principles to state-of-the-art techniques

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Product type Paperback
Published in Feb 2023
Publisher Packt
ISBN-13 9781803244792
Length 382 pages
Edition 1st Edition
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Authors (2):
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Gabriel Sassone Gabriel Sassone
Author Profile Icon Gabriel Sassone
Gabriel Sassone
Marco Castorina Marco Castorina
Author Profile Icon Marco Castorina
Marco Castorina
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Toc

Table of Contents (21) Chapters Close

Preface 1. Part 1: Foundations of a Modern Rendering Engine
2. Chapter 1: Introducing the Raptor Engine and Hydra FREE CHAPTER 3. Chapter 2: Improving Resources Management 4. Chapter 3: Unlocking Multi-Threading 5. Chapter 4: Implementing a Frame Graph 6. Chapter 5: Unlocking Async Compute 7. Part 2: GPU-Driven Rendering
8. Chapter 6: GPU-Driven Rendering 9. Chapter 7: Rendering Many Lights with Clustered Deferred Rendering 10. Chapter 8: Adding Shadows Using Mesh Shaders 11. Chapter 9: Implementing Variable Rate Shading 12. Chapter 10: Adding Volumetric Fog 13. Part 3: Advanced Rendering Techniques
14. Chapter 11: Temporal Anti-Aliasing 15. Chapter 12: Getting Started with Ray Tracing 16. Chapter 13: Revisiting Shadows with Ray Tracing 17. Chapter 14: Adding Dynamic Diffuse Global Illumination with Ray Tracing 18. Chapter 15: Adding Reflections with Ray Tracing 19. Index 20. Other Books You May Enjoy

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.

You have been reading a chapter from
Mastering Graphics Programming with Vulkan
Published in: Feb 2023
Publisher: Packt
ISBN-13: 9781803244792
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