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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

Getting Started with Vulkan

In this chapter, we’ll take our first steps with Vulkan, focusing on swapchains, shaders, and pipelines. The recipes in this chapter will guide you through getting your first triangle on the screen using Vulkan. The Vulkan implementation we’ll use is based on the open-source library LightweightVK https://github.com/corporateshark/lightweightvk, which we’ll explore throughout the book.

In the chapter, we will cover the following recipes:

  • Initializing Vulkan instance and graphical device
  • Initializing Vulkan swapchain
  • Setting up Vulkan debugging capabilities
  • Using Vulkan command buffers
  • Initializing Vulkan shader modules
  • Initializing Vulkan pipelines
You have been reading a chapter from
Vulkan 3D Graphics Rendering Cookbook - Second Edition
Published in: Feb 2025
Publisher: Packt
ISBN-13: 9781803248110
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