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Vulkan 3D Graphics Rendering Cookbook

You're reading from   Vulkan 3D Graphics Rendering Cookbook Implement expert-level techniques for high-performance graphics with Vulkan

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Product type Paperback
Published in Feb 2025
Publisher Packt
ISBN-13 9781803248110
Length 714 pages
Edition 2nd Edition
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Authors (2):
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Alexey Medvedev Alexey Medvedev
Author Profile Icon Alexey Medvedev
Alexey Medvedev
Sergey Kosarevsky Sergey Kosarevsky
Author Profile Icon Sergey Kosarevsky
Sergey Kosarevsky
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Toc

Table of Contents (14) Chapters Close

Preface 1. Establishing a Build Environment 2. Getting Started with Vulkan FREE CHAPTER 3. Working with Vulkan Objects 4. Adding User Interaction and Productivity Tools 5. Working with Geometry Data 6. Physically Based Rendering Using the glTF 2.0 Shading Model 7. Advanced PBR Extensions 8. Graphics Rendering Pipeline 9. glTF Animations 10. Image-Based Techniques 11. Advanced Rendering Techniques and Optimizations 12. Other Books You May Enjoy
13. Index

Using descriptor indexing and arrays of textures in Vulkan

Before we can use the material system described earlier in this chapter on the GPU, as discussed in the recipe Implementing a material system, let’s first explore some Vulkan functionality that is essential for conveniently handling numerous materials with multiple textures on the GPU. Descriptor indexing is a highly useful feature that became mandatory in Vulkan 1.3 and is now widely supported on both desktop and mobile devices. We briefly discussed this in Chapter 3, in the recipe Using Vulkan descriptor indexing, where we explored how LightweightVK manages descriptor sets. Descriptor indexing allows for the creation of unbounded descriptor sets and the use of non-uniform dynamic indexing to access textures within them. This enables materials to be stored in shader storage buffers, with each one referencing the necessary textures using integer IDs. These IDs can be retrieved from buffers and used directly to index...

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