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The Modern Vulkan Cookbook
The Modern Vulkan Cookbook

The Modern Vulkan Cookbook: A practical guide to 3D graphics and advanced real-time rendering techniques in Vulkan

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The Modern Vulkan Cookbook

Working with Modern Vulkan

The goal of this chapter is to show you how to render a scene that accepts input information, such as textures and uniform data, from the application side. This chapter will cover advanced topics in the Vulkan API that build upon the core concepts discussed in the previous chapter and present all the information you need to render complex scenes, along with newer features of the API. Additionally, the chapter will demonstrate techniques to enhance the rendering speed.

In this chapter, we’re going to cover the following recipes:

  • Understanding Vulkan’s memory model
  • Instantiating the VMA library
  • Creating buffers
  • Uploading data to buffers
  • Creating a staging buffer
  • How to avoid data races using ring buffers
  • Setting up pipeline barriers
  • Creating images (textures)
  • Creating an image view
  • Creating a sampler
  • Providing shader data
  • Customizing shader behavior with specialization constants
  • Implementing MDI and PVP
  • Adding flexibility to the rendering pipeline using dynamic rendering
  • Transferring resources between queue families

Technical requirements

For this chapter, you will need to make sure you have VS 2022 installed along with the Vulkan SDK. Basic familiarity with the C++ programming language and an understanding of OpenGL or any other graphics API will be useful. Please revisit Chapter 1, Vulkan Core Concepts, under the Technical requirements section for details on setting up and building executables for this chapter. The recipe for this chapter can be run by launching Chapter02_MultiDrawIndirect.exe executable.

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Key benefits

  • Explore a wide range of advanced 3D graphics programming techniques to leverage the full potential of Vulkan API
  • Learn tips, tricks, and solutions to boost your 3D graphics for a wide range of cross-platform devices
  • Implement geometry projection, texturing, and lighting techniques
  • Purchase of the print or Kindle book includes a free PDF eBook

Description

Vulkan is a graphics API that gives the program total control of the GPU, allowing the GPU to be used to its full potential. This cookbook will uncover useful techniques for emerging new technologies, such as hybrid rendering, extended reality – mixed reality (MR), augmented reality (AR), virtual reality (VR) – and GPU-driven rendering, and even features a dedicated chapter to help you debug and profile your graphics applications with tips and tricks tested in real-world scenarios. The book starts by explaining basic Vulkan concepts while guiding you through the implementation of a basic graphics engine. The building blocks presented in the first few chapters will then help you implement more advanced techniques and algorithms, while getting you acquainted with the inner workings of Vulkan. Gradually, you’ll discover how Vulkan can be used to build hybrid renderers as well as leveraged for the future of graphics with AR/VR/MR. Moreover, you’ll gain an understanding of how it can be debugged or measured for performance. By the end of this book, you’ll be well versed in how to use Vulkan to write graphics applications and how graphics algorithms are implemented using Vulkan.

Who is this book for?

This book is for computer graphics engineers who have experience in at least one graphics API, such as OpenGL (any variations), DirectX, or Metal, and wish to delve into Vulkan using hands-on, practical examples. Graphics engineers looking to use Vulkan's capabilities to develop real-time hybrid renderers and create XR applications will also find this book helpful. Familiarity with graphics APIs (such as OpenGL, OpenGL ES, Metal, or DirectX), proficiency in C++ programming, and a basic understanding of computer graphics algorithms are assumed.

What you will learn

  • Set up your environment for Vulkan development
  • Understand how to draw graphics primitives using Vulkan
  • Use state-of-the-art Vulkan to implement a wide variety of modern rendering techniques such as DLSS, TAA, OIT, and foveated rendering
  • Implement hybrid techniques using rasterization and ray tracing to create photorealistic real-time engines
  • Create extended reality (AR/VR/MR) applications using OpenXR and Vulkan
  • Explore debugging techniques for graphics applications that use Vulkan
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Publication date, Length, Edition, Language, ISBN-13
Publication date : Apr 12, 2024
Length: 334 pages
Edition : 1st
Language : English
ISBN-13 : 9781803239989
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Length: 334 pages
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ISBN-13 : 9781803239989
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Table of Contents

11 Chapters
Chapter 1: Vulkan Core Concepts Chevron down icon Chevron up icon
Chapter 2: Working with Modern Vulkan Chevron down icon Chevron up icon
Chapter 3: Implementing GPU-Driven Rendering Chevron down icon Chevron up icon
Chapter 4: Exploring Techniques for Lighting, Shading, and Shadows Chevron down icon Chevron up icon
Chapter 5: Deciphering Order-Independent Transparency Chevron down icon Chevron up icon
Chapter 6: Anti-Aliasing Techniques Chevron down icon Chevron up icon
Chapter 7: Ray Tracing and Hybrid Rendering Chevron down icon Chevron up icon
Chapter 8: Extended Reality with OpenXR Chevron down icon Chevron up icon
Chapter 9: Debugging and Performance Measurement Techniques Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon
Other Books You May Enjoy Chevron down icon Chevron up icon

Customer reviews

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Rating distribution
Full star icon Full star icon Full star icon Full star icon Half star icon 4.6
(12 Ratings)
5 star 58.3%
4 star 41.7%
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1 star 0%
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Zach Peterson Apr 19, 2024
Full star icon Full star icon Full star icon Full star icon Full star icon 5
This book great for someone looking to learn Vulkan from scratch. It starts at the very basics like setting up all of the smaller rendering systems, all the way to more advanced topics such as frustum culling, shadow mapping, and ray tracing.
Amazon Verified review Amazon
Cheng-Yu Fan May 15, 2024
Full star icon Full star icon Full star icon Full star icon Full star icon 5
As an enthusiast in the realms of 3D graphics and real-time rendering, I've often found myself scouring through countless tutorials and documentation, searching for that elusive combination of clarity and depth. However, my quest came to an end with "The Modern Vulkan Cookbook."Authored by [Author's Name], this book is a beacon of light in the often murky waters of graphics programming. From the moment I cracked open its pages, I was greeted with a sense of assurance that this was not just another technical manual, but rather a meticulously crafted journey into the heart of Vulkan.
Amazon Verified review Amazon
chad Apr 15, 2024
Full star icon Full star icon Full star icon Full star icon Full star icon 5
TLDR: Good book, Good Purchase, Do RecommendI found this book surprisingly easy to digest and understand. The book hits on important topics that those using Vulkan should learn or know and introduces essential information on the capabilities of the Vulkan API. Some concepts that may be hard to wrap your head around are afforded very clear diagrams and breakdowns of the terminology used as well as a little background knowledge. QR codes are provided for extra clarity and further research. Something that not a lot of other books touch on that i feel is monstrously important, Debugging your graphics code. just from that alone this book was already in my recommendations list.
Amazon Verified review Amazon
james mason Sep 16, 2024
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Overall workflow very well explained. If you already know openGL 4.0 this will feel very familiar. If not read and experiment with Anton Gerdelan's Antons OpenGL 4 Tutorials.
Amazon Verified review Amazon
Ifeanyi Lawrence Nmoye May 15, 2024
Full star icon Full star icon Full star icon Full star icon Full star icon 5
This book is very good for learning vulkan. It starts out by introducing you to vulkan concepts completely like every other free tutorial out there such as vulkan-tutorial.com. It then proceeds to shows it in action by using quite a few rendering techniques such as lighting, shadow mapping, post processing effects and a few more modern rendering techniques to get you more quickly comfortable with vulkan unlike free online tutorials such as vulkan-tutorial.com.It also comes with a chapter on how to use renderdoc to debug and profile vulkan applications which is invaluable in graphics development.I would have loved to see a render graph implementation chapter but overall, it is an excellent book and I recommend it for vulkan beginners. It will give you a good vulkan foundation.
Amazon Verified review Amazon
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