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Vulkan Cookbook

You're reading from   Vulkan Cookbook Work through recipes to unlock the full potential of the next generation graphics API—Vulkan

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Product type Paperback
Published in Apr 2017
Publisher Packt
ISBN-13 9781786468154
Length 700 pages
Edition 1st Edition
Languages
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Author (1):
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Pawel Lapinski Pawel Lapinski
Author Profile Icon Pawel Lapinski
Pawel Lapinski
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Toc

Table of Contents (13) Chapters Close

Preface 1. Instance and Devices FREE CHAPTER 2. Image Presentation 3. Command Buffers and Synchronization 4. Resources and Memory 5. Descriptor Sets 6. Render Passes and Framebuffers 7. Shaders 8. Graphics and Compute Pipelines 9. Command Recording and Drawing 10. Helper Recipes 11. Lighting 12. Advanced Rendering Techniques

Introduction

Creating 3D applications, such as games, benchmarks or CAD tools, usually requires, from a rendering perspective, the preparation of various resources, including meshes or textures, drawing multiple objects on the scene, and implementing algorithms for object transformations, lighting calculations, and image processing. They all can be developed in any way we want, in a way that is most suitable for our purpose. But there are also many useful techniques that are commonly used in the 3D graphics industry. Descriptions for these can be found in books and tutorials with examples implemented using various 3D graphics APIs.

Vulkan is still a relatively new graphics API, so there aren't too many resources that present common rendering algorithms implemented with the Vulkan API. In this chapter, we will learn how to use Vulkan to prepare various graphics techniques. We will learn about important concepts...

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