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Mastering Graphics Programming with Vulkan. Develop a modern rendering engine from first principles to state-of-the-art techniques Marco Castorina, Gabriel Sassone

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Mastering Graphics Programming with Vulkan. Develop a modern rendering engine from first principles to state-of-the-art techniques Marco Castorina, Gabriel Sassone - okladka książki

Mastering Graphics Programming with Vulkan. Develop a modern rendering engine from first principles to state-of-the-art techniques Marco Castorina, Gabriel Sassone - okladka książki

Autorzy:
Marco Castorina, Gabriel Sassone
Serie wydawnicze:
Mastering
Ocena:
Bądź pierwszym, który oceni tę książkę
Stron:
382
Dostępne formaty:
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     ePub

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Vulkan is now an established and flexible multi-platform graphics API. It has been adopted in many industries, including game development, medical imaging, movie productions, and media playback but learning it can be a daunting challenge due to its low-level, complex nature. Mastering Graphics Programming with Vulkan is designed to help you overcome this difficulty, providing a practical approach to learning one of the most advanced graphics APIs.
In Mastering Graphics Programming with Vulkan, you’ll focus on building a high-performance rendering engine from the ground up. You’ll explore Vulkan’s advanced features, such as pipeline layouts, resource barriers, and GPU-driven rendering, to automate tedious tasks and create efficient workflows. Additionally, you'll delve into cutting-edge techniques like mesh shaders and real-time ray tracing, elevating your graphics programming to the next level.
By the end of this book, you’ll have a thorough understanding of modern rendering engines to confidently handle large-scale projects. Whether you're developing games, simulations, or visual effects, this guide will equip you with the skills and knowledge to harness Vulkan’s full potential.

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O autorach książki

Marco Castorina first got familiar with Vulkan while working as a driver developer at Samsung. Later he developed a 2D and 3D renderer in Vulkan from scratch for a leading media-server company. He recently joined the games graphics performance team at AMD. In his spare time, he keeps up to date with the latest techniques in real-time graphics.
Gabriel Sassone is a rendering enthusiast currently working as a Principal Rendering Engineer at Multiplayer Group. Previously working for Avalanche Studios, where his first contact with Vulkan happened, where they developed the Vulkan layer for the proprietary Apex Engine and its Google Stadia Port. He previously worked at ReadyAtDawn, Codemasters, FrameStudios, and some non-gaming tech companies. His spare time is filled with music and rendering, gaming, and outdoor activities.

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