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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
Languages
Tools
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Authors (3):
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Sergey Kosarevsky Sergey Kosarevsky
Author Profile Icon Sergey Kosarevsky
Sergey Kosarevsky
Viktor Latypov Viktor Latypov
Author Profile Icon Viktor Latypov
Viktor Latypov
Alexey Medvedev Alexey Medvedev
Author Profile Icon Alexey Medvedev
Alexey Medvedev
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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

To get the most out of this book

You’ll need a machine that supports Vulkan 1.3 with the latest GPU drivers. All code examples in this book have been tested with Vulkan SDK 1.4.304.1, using Visual Studio 2022 on Windows 10 and 11, and GCC 12 on Ubuntu. While macOS is not officially supported, its users should be able to run some very first demos from this book.

Download the example code files

The code bundle for the book is hosted on GitHub at https://github.com/PacktPublishing/3D-Graphics-Rendering-Cookbook-Second-Edition. We also have other code bundles from our rich catalog of books and videos available at https://github.com/PacktPublishing/. Check them out!

Download the color images

We also provide a PDF file that has color images of the screenshots/diagrams used in this book. You can download it here: https://static.packt-cdn.com/downloads/9781803248110_ColorImages.pdf.

Conventions used

There are a number of text conventions used throughout this book.

CodeInText: Indicates code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles. For example: “In OpenGL, presenting an offscreen buffer to the visible area of a window is done using system-dependent functions, such as wglSwapBuffers() on Windows, eglSwapBuffers() on OpenGL ES embedded systems, glXSwapBuffers() on Linux, or automatically on macOS. Vulkan, however, gives us much more fine-grained control.”

A block of code is set as follows:

  while (!glfwWindowShouldClose(window)) {
    glfwPollEvents();
    glfwGetFramebufferSize(window, &width, &height);
    if (!width || !height) continue;
    lvk::ICommandBuffer& buf = ctx->acquireCommandBuffer();
    ctx->submit(buf, ctx->getCurrentSwapchainTexture());
  }

Bold: Indicates a new term, an important word, or words that you see on the screen. For instance, words in menus or dialog boxes appear in the text like this. For example: “Here, we use the SPIRV-Reflect library to introspect the SPIR-V code and retrieve the size of the push constants from it.”

Warnings or important notes appear like this.

Tips and tricks appear like this.

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