Get Free Shipping on orders over $79
Vulkan Programming Guide : The Official Guide to Learning Vulkan - Graham Sellers

Vulkan Programming Guide

The Official Guide to Learning Vulkan

By: Graham Sellers, John Kessenich

eText | 7 November 2016 | Edition Number 1

At a Glance

eText


$90.95

or 4 interest-free payments of $22.74 with

 or 

Instant online reading in your Booktopia eTextbook Library *

Why choose an eTextbook?

Instant Access *

Purchase and read your book immediately

Read Aloud

Listen and follow along as Bookshelf reads to you

Study Tools

Built-in study tools like highlights and more

* eTextbooks are not downloadable to your eReader or an app and can be accessed via web browsers only. You must be connected to the internet and have no technical issues with your device or browser that could prevent the eTextbook from operating.

The Definitive Vulkan? Developer's Guide and Reference: Master the Next-Generation Specification for Cross-Platform Graphics

 

The next generation of the OpenGL specification, Vulkan, has been redesigned from the ground up, giving applications direct control over GPU acceleration for unprecedented performance and predictability. Vulkan? Programming Guide is the essential, authoritative reference to this new standard for experienced graphics programmers in all Vulkan environments.

 

Vulkan API lead Graham Sellers (with contributions from language lead John Kessenich) presents example-rich introductions to the portable Vulkan API and the new SPIR-V shading language. The author introduces Vulkan, its goals, and the key concepts framing its API, and presents a complex rendering system that demonstrates both Vulkan's uniqueness and its exceptional power.

 

You'll find authoritative coverage of topics ranging from drawing to memory, and threading to compute shaders. The author especially shows how to handle tasks such as synchronization, scheduling, and memory management that are now the developer's responsibility.

 

Vulkan? Programming Guide introduces powerful 3D development techniques for fields ranging from video games to medical imaging, and state-of-the-art approaches to solving challenging scientific compute problems. Whether you're upgrading from OpenGL or moving to open-standard graphics APIs for the first time, this guide will help you get the results and performance you're looking for.

 

Coverage includes

  • Extensively tested code examples to demonstrate Vulkan's capabilities and show how it differs from OpenGL
  • Expert guidance on getting started and working with Vulkan's new memory system
  • Thorough discussion of queues, commands, moving data, and presentation
  • Full explanations of the SPIR-V binary shading language and compute/graphics pipelines
  • Detailed discussions of drawing commands, geometry and fragment processing, synchronization primitives, and reading Vulkan data into applications
  • A complete case study application: deferred rendering using complex multi-pass architecture and multiple processing queues
  • Appendixes presenting Vulkan functions and SPIR-V opcodes, as well as a complete Vulkan glossary
Example code can be found here: Example code can be found here:  https://github.com/vulkanprogrammingguide/examples
on
Desktop
Tablet
Mobile

More in Graphical & Digital Media Applications

Typography 34 - Type Directors Club

eBOOK

$25.99

On Designing Well - Pree Kolari

eBOOK

How a Game Lives - Jacob Geller

eBOOK

$12.99

Beryl - Joanna Quinn

eBOOK

eBook

$31.49

Artificial Intelligence and Photography - Stuart Oring

eBOOK

Statistics by Simulation : A Synthetic Data Approach - Carsten F. Dormann

eBOOK