Learn to integrate modern rendering techniques into a 3D real-time rendering engine.
Leverage Vulkan 1.3 to render 3D content and understand modern real-time rendering methods.
Implement a glTF 2.0 PBR rendering pipeline from scratch with advanced PBR extensions.
Description
This cookbook offers a practical guide to implementing many modern rendering techniques using Vulkan 1.3.
This updated edition starts by setting up your development environment and quickly transitions to building a robust 3D rendering engine using self-contained recipes. Each recipe helps you incrementally enhance your codebase, integrating a variety of 3D rendering techniques and algorithms into a cohesive project. You will master core techniques such as physically based rendering, image-based rendering, and GPU-driven rendering.
As you progress, the book delves into advanced topics, including glTF animations, screen-space rendering techniques, and optimization strategies. You will learn how to use advanced PBR extensions, and handle complex geometry data, ensuring your rendering engine is both powerful and versatile. These new additions empower you to create dynamic and realistic 3D graphics environments, fully utilizing Vulkan's capabilities.
By the end of this 3D rendering book, you'll have gained an improved understanding of best practices used in modern graphics APIs and be able to create fast and versatile 3D rendering frameworks.
Who is this book for?
This book is meant for 3D graphics developers who already know the math behind 3D rendering and want to focus on building high-performance rendering engines with advanced Vulkan. It's perfect for those who are proficient in C++ and basic linear algebra, and have experience creating custom 3D applications without using premade rendering engines. This edition is especially helpful for developers looking to master the latest Vulkan features and modern rendering methods.
What you will learn
How to develop Vulkan applications
Organize Vulkan resources management
Manage a substantial amount of content in real-time 3D rendering engines
Profile and debug Vulkan applications effectively and efficiently
Create glTF 2.0 PBR rendering pipeline
Utilize advanced PBR extensions for superior visual quality
Combine different rendering techniques and optimizations
Handle and render large geometry datasets in real-time applications
Sergey Kosarevsky is a former rendering lead at Ubisoft RedLynx. He currently leads Vulkan development at Meta. He worked in the AR/VR and mobile industries at DAQRI, TWNKLS, Blippar, Layer, Yandex, and SPB Software, where he designed and implemented custom real-time rendering technology. He has more than 20 years of software development experience and more than 14 years of mobile and embedded 3D graphics experience. In his Ph.D. thesis, Sergey employed computer vision to solve mechanical engineering problems. He has co-authored several books on mobile software development in C++.
Alexey Medvedev is the AR Tech Lead at Meta, with over 20 years of experience in software development, primarily in game development. He has worked as an engine, graphics, and rendering engineer at renowned companies like Crytek, Blizzard, and Hangar 13, contributing to the release of several AAA games. At the time of writing this book, Alexey also serves as the Khronos Chair of the 3D Formats Working Group, which develops the glTF standards.
Viktor Latypov is a software engineer and mathematician with experience in compiler development, device drivers, robotics, and high-performance computing and with a personal interest in 3D graphics and mobile technology. Surrounded by computers for more than 20 years, he enjoys every bit of developing and designing software for anything with a CPU inside. Viktor holds a PhD in applied mathematics from Saint-Petersburg State University.
A subscription provides you with full access to view all Packt and licnesed content online, this includes exclusive access to Early Access titles. Depending on the tier chosen you can also earn credits and discounts to use for owning content
How can I cancel my subscription?
To cancel your subscription with us simply go to the account page - found in the top right of the page or at https://subscription.packtpub.com/my-account/subscription - From here you will see the ‘cancel subscription’ button in the grey box with your subscription information in.
What are credits?
Credits can be earned from reading 40 section of any title within the payment cycle - a month starting from the day of subscription payment. You also earn a Credit every month if you subscribe to our annual or 18 month plans. Credits can be used to buy books DRM free, the same way that you would pay for a book. Your credits can be found in the subscription homepage - subscription.packtpub.com - clicking on ‘the my’ library dropdown and selecting ‘credits’.
What happens if an Early Access Course is cancelled?
Projects are rarely cancelled, but sometimes it's unavoidable. If an Early Access course is cancelled or excessively delayed, you can exchange your purchase for another course. For further details, please contact us here.
Where can I send feedback about an Early Access title?
If you have any feedback about the product you're reading, or Early Access in general, then please fill out a contact form here and we'll make sure the feedback gets to the right team.
Can I download the code files for Early Access titles?
We try to ensure that all books in Early Access have code available to use, download, and fork on GitHub. This helps us be more agile in the development of the book, and helps keep the often changing code base of new versions and new technologies as up to date as possible. Unfortunately, however, there will be rare cases when it is not possible for us to have downloadable code samples available until publication.
When we publish the book, the code files will also be available to download from the Packt website.
How accurate is the publication date?
The publication date is as accurate as we can be at any point in the project. Unfortunately, delays can happen. Often those delays are out of our control, such as changes to the technology code base or delays in the tech release. We do our best to give you an accurate estimate of the publication date at any given time, and as more chapters are delivered, the more accurate the delivery date will become.
How will I know when new chapters are ready?
We'll let you know every time there has been an update to a course that you've bought in Early Access. You'll get an email to let you know there has been a new chapter, or a change to a previous chapter. The new chapters are automatically added to your account, so you can also check back there any time you're ready and download or read them online.
I am a Packt subscriber, do I get Early Access?
Yes, all Early Access content is fully available through your subscription. You will need to have a paid for or active trial subscription in order to access all titles.
How is Early Access delivered?
Early Access is currently only available as a PDF or through our online reader. As we make changes or add new chapters, the files in your Packt account will be updated so you can download them again or view them online immediately.
How do I buy Early Access content?
Early Access is a way of us getting our content to you quicker, but the method of buying the Early Access course is still the same. Just find the course you want to buy, go through the check-out steps, and you’ll get a confirmation email from us with information and a link to the relevant Early Access courses.
What is Early Access?
Keeping up to date with the latest technology is difficult; new versions, new frameworks, new techniques. This feature gives you a head-start to our content, as it's being created. With Early Access you'll receive each chapter as it's written, and get regular updates throughout the product's development, as well as the final course as soon as it's ready.We created Early Access as a means of giving you the information you need, as soon as it's available. As we go through the process of developing a course, 99% of it can be ready but we can't publish until that last 1% falls in to place. Early Access helps to unlock the potential of our content early, to help you start your learning when you need it most. You not only get access to every chapter as it's delivered, edited, and updated, but you'll also get the finalized, DRM-free product to download in any format you want when it's published. As a member of Packt, you'll also be eligible for our exclusive offers, including a free course every day, and discounts on new and popular titles.