{"product_id":"learning-vulkan-get-introduced-to-the-next-generation-graphics-api-vulkan-paperback","title":"Learning Vulkan: Get introduced to the next generation graphics API-Vulkan - Paperback","description":"\u003cdiv\u003e\u003cp style=\"text-align: right;\"\u003e\u003ca href=\"https:\/\/reportcopyrightinfringement.com\/\" target=\"_blank\" rel=\"nofollow\"\u003e\u003cb\u003eReport copyright infringement\u003c\/b\u003e\u003c\/a\u003e\u003c\/p\u003e\u003c\/div\u003e\u003cp\u003eby \u003cb\u003eParminder Singh\u003c\/b\u003e (Author)\u003c\/p\u003e\u003cp\u003e\u003c\/p\u003e\u003cp\u003e\u003cstrong\u003eDiscover how to build impressive 3D graphics with the next-generation graphics API-Vulkan\u003c\/strong\u003e\u003c\/p\u003e\u003cp\u003e\u003cbr\u003e\u003c\/p\u003e\u003cp\u003e\u003cstrong\u003eKey Features: \u003c\/strong\u003e\u003c\/p\u003e\u003cul\u003e\n\u003cli\u003eGet started with the Vulkan API and its programming techniques using the easy-to-follow examples to create stunning 3D graphics\u003c\/li\u003e\n\u003cli\u003eUnderstand memory management in Vulkan and implement image and buffer resources\u003c\/li\u003e\n\u003cli\u003eGet hands-on with the drawing process and synchronization, and render a 3D graphics scene with the Vulkan graphics pipeline\u003c\/li\u003e\n\u003c\/ul\u003e\u003cp\u003e\u003cbr\u003e\u003c\/p\u003e\u003cp\u003e\u003cstrong\u003eBook Description: \u003c\/strong\u003e\u003c\/p\u003e\u003cp\u003eVulkan, the next generation graphics and compute API, is the latest offering by Khronos. This API is the successor of OpenGL and unlike OpenGL, it offers great flexibility and high performance capabilities to control modern GPU devices. With this book, you'll get great insights into the workings of Vulkan and how you can make stunning graphics run with minimum hardware requirements.\u003c\/p\u003e\u003cp\u003e\u003cbr\u003e\u003c\/p\u003e\u003cp\u003eWe begin with a brief introduction to the Vulkan system and show you its distinct features with the successor to the OpenGL API. First, you will see how to establish a connection with hardware devices to query the available queues, memory types, and capabilities offered. Vulkan is verbose, so before diving deep into programing, you'll get to grips with debugging techniques so even first-timers can overcome error traps using Vulkan's layer and extension features.\u003c\/p\u003e\u003cp\u003e\u003cbr\u003e\u003c\/p\u003e\u003cp\u003eYou'll get a grip on command buffers and acquire the knowledge to record various operation commands into command buffer and submit it to a proper queue for GPU processing. We'll take a detailed look at memory management and demonstrate the use of buffer and image resources to create drawing textures and image views for the presentation engine and vertex buffers to store geometry information.\u003c\/p\u003e\u003cp\u003e\u003cbr\u003e\u003c\/p\u003e\u003cp\u003eYou'll get a brief overview of SPIR-V, the new way to manage shaders, and you'll define the drawing operations as a single unit of work in the Render pass with the help of attachments and subpasses. You'll also create frame buffers and build a solid graphics pipeline, as well as making use of the synchronizing mechanism to manage GPU and CPU hand-shaking.\u003c\/p\u003e\u003cp\u003e\u003cbr\u003e\u003c\/p\u003e\u003cp\u003eBy the end, you'll know everything you need to know to get your hands dirty with the coolest Graphics API on the block.\u003c\/p\u003e\u003cp\u003e\u003cbr\u003e\u003c\/p\u003e\u003cp\u003e\u003cstrong\u003eWhat You Will Learn: \u003c\/strong\u003e\u003c\/p\u003e\u003cul\u003e\n\u003cli\u003eLearn fundamentals of Vulkan programing model to harness the power of modern GPU devices.\u003c\/li\u003e\n\u003cli\u003eImplement device, command buffer and queues to get connected with the physical hardware.\u003c\/li\u003e\n\u003cli\u003eExplore various validation layers and learn how to use it for debugging Vulkan application.\u003c\/li\u003e\n\u003cli\u003eGet a grip on memory management to control host and device memory operations.\u003c\/li\u003e\n\u003cli\u003eUnderstand and implement buffer and image resource types in Vulkan.\u003c\/li\u003e\n\u003cli\u003eDefine drawing operations in the Render pass and implement graphics pipeline.\u003c\/li\u003e\n\u003cli\u003eManage GLSL shader using SPIR-V and update the shader resources with descriptor sets and push constants.\u003c\/li\u003e\n\u003cli\u003eLearn the drawing process, manage resources with synchronization objects and render 3D scene output on screen with Swapchain.\u003c\/li\u003e\n\u003cli\u003eBring realism to your rendered 3D scene with textures, and implement linear and optimal textures\u003c\/li\u003e\n\u003c\/ul\u003e\u003cp\u003e\u003cbr\u003e\u003c\/p\u003e\u003cp\u003e\u003cstrong\u003eWho this book is for \u003c\/strong\u003e\u003c\/p\u003e\u003cp\u003eThis book is ideal for graphic programmers who want to get up and running with Vulkan. It's also great for programmers who have experience with OpenGL and other graphic APIs who want to take advantage of next generation APIs. A good knowledge of C\/C++ is expected.\u003c\/p\u003e\n            \u003cdiv\u003e\n\u003cstrong\u003eNumber of Pages:\u003c\/strong\u003e 466\u003c\/div\u003e\n            \u003cdiv\u003e\n\u003cstrong\u003eDimensions:\u003c\/strong\u003e 0.94 x 9.25 x 7.5 IN\u003c\/div\u003e\n            \u003cdiv\u003e\n\u003cstrong\u003ePublication Date:\u003c\/strong\u003e December 19, 2016\u003c\/div\u003e\n            ","brand":"BooksCloud","offers":[{"title":"Default Title","offer_id":47438406975709,"sku":"9781786469809","price":72.55,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0811\/9867\/8237\/files\/R1M0Tjg5VHR1bHFTRm9FN1h6cGVVUT09.webp?v=1771421100","url":"https:\/\/handfulofbooks.com\/products\/learning-vulkan-get-introduced-to-the-next-generation-graphics-api-vulkan-paperback","provider":"Handful of Books","version":"1.0","type":"link"}