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Bøger af Marco Castorina

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  • af Marco Castorina
    487,95 kr.

    Develop a rendering framework in this part-color guide by implementing next-generation 3D graphics, leveraging advanced Vulkan features, and getting familiar with efficient real-time ray tracing techniques uncovered by leading industry veterans, Marco Castorina and Gabriel SassoneKey Features:- Use a pre-built "Raptor" engine to abstract tedious aspects like file systems, memory allocation, and utility functions- Delve into advanced graphics programming by taking advantage of Vulkan's cutting-edge features, including mesh shaders and ray tracing- Optimize your engine without reinventing the wheel- Purchase of the print or Kindle book includes a free PDF eBookBook Description: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 but learning it can be a daunting challenge due to its low-level, complex nature. Mastering Graphics Programming with Vulkan is designed to help you overcome this difficulty, providing a practical approach to learning one of the most advanced graphics APIs.In Mastering Graphics Programming with Vulkan, you'll focus on building a high-performance rendering engine from the ground up. You'll explore Vulkan's advanced features, such as pipeline layouts, resource barriers, and GPU-driven rendering, to automate tedious tasks and create efficient workflows. Additionally, you'll delve into cutting-edge techniques like mesh shaders and real-time ray tracing, elevating your graphics programming to the next level.By the end of this book, you'll have a thorough understanding of modern rendering engines to confidently handle large-scale projects. Whether you're developing games, simulations, or visual effects, this guide will equip you with the skills and knowledge to harness Vulkan's full potential.What You Will Learn:- Understand resources management and modern bindless techniques- Get comfortable with how a frame graph works and know its advantages- Explore how to render efficiently with many light sources- Discover how to integrate variable rate shading- Understand the benefits and limitations of temporal anti-aliasing- Get to grips with how GPU-driven rendering works- Explore and leverage ray tracing to improve render qualityWho this book is for:This book is for professional graphics and game developers who want to gain in-depth knowledge about how to write a modern and performant rendering engine in Vulkan. Familiarity with basic concepts of graphics programming (i.e. matrices, vectors, etc.) and fundamental knowledge of Vulkan are required.Table of Contents- Introducing the Raptor Engine and Hydra- Improving Resources Management- Unlocking Multi-Threading- Implementing a Frame Graph- Unlocking Async Compute- GPU-Driven Rendering- Rendering Many Lights with Clustered Deferred Rendering- Adding Shadows Using Mesh Shaders- Implementing Variable Rate Shading- Adding Volumetric Fog- Temporal Anti-Aliasing- Getting Started with Ray Tracing- Revisiting Shadows with Ray Tracing- Adding Dynamic Diffuse Global Illumination with Ray Tracing- Adding Reflections with Ray Tracing

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