Mastering graphics programming with Vulkan : develop a modern rendering engine from first principles to state-of-the-art techniques / Marco Castorina, Gabriel Sassone.
2023
T385 .C37 2023
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Title
Mastering graphics programming with Vulkan : develop a modern rendering engine from first principles to state-of-the-art techniques / Marco Castorina, Gabriel Sassone.
Author
ISBN
1803230207 electronic book
9781803230207 (electronic bk.)
1803244798
9781803244792
9781803230207 (electronic bk.)
1803244798
9781803244792
Published
Birmingham : Packt Publishing, 2023.
Language
English
Description
1 online resource
Call Number
T385 .C37 2023
System Control No.
(OCoLC)1363101048
Summary
Develop a rendering framework by implementing next-generation 3D graphics, leveraging advanced Vulkan features, and getting familiar with efficient real-time ray tracing techniques uncovered by leading industry experts Key Features Develop high-performance rendering techniques in Vulkan Automate some of the more tedious aspects like pipeline layouts and resource barriers Understand how to take advantage of mesh shaders and ray tracing Book Description 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. Learning Vulkan is a foundational step to understanding how a modern graphics API works, both on desktop and mobile. In Mastering Graphics Programming with Vulkan, you'll begin by developing the foundations of a rendering framework. You'll learn how to leverage advanced Vulkan features to write a modern rendering engine. The chapters will cover how to automate resource binding and dependencies. You'll then take advantage of GPU-driven rendering to scale the size of your scenes and finally, you'll get familiar with ray tracing techniques that will improve the visual quality of your rendered image. By the end of this book, you'll have a thorough understanding of the inner workings of a modern rendering engine and the graphics techniques employed to achieve state-of-the-art results. The framework developed in this book will be the starting point for all your future experiments. What you will learn Understand resources management and modern bindless techniques Get comfortable with how a frame graph works and know its advantages Explore how to render efficiently with many light sources Discover how to integrate variable rate shading Understand the benefits and limitations of temporal anti-aliasing Get to grips with how GPU-driven rendering works Explore and leverage ray tracing to improve render quality Who this book is for This book is for professional graphics and game developers who want to gain in-depth knowledge about how to write a modern and performant rendering engine in Vulkan. Familiarity with basic concepts of graphics programming (i.e. matrices, vectors, etc.) and fundamental knowledge of Vulkan are required.
Bibliography, etc. Note
Includes bibliographical references and index.
Formatted Contents Note
Cover
Title Page
Copyright and Credits
Acknowledgments
Contributors
Table of Contents
Preface
Part 1: Foundations of a Modern Rendering Engine
Chapter 1: Introducing the Raptor Engine and Hydra
Technical requirements
Windows
Linux
macOS
How to read this book
Understanding the code structure
Layers of code
Understanding the glTF scene format
PBR in a nutshell
A word on GPU debugging
Summary
Further reading
Chapter 2: Improving Resources Management
Technical requirements
Unlocking and implementing bindless rendering
Checking for support
Creating the descriptor pool
Updating the descriptor set
Update to shader code
Automating pipeline layout generation
Compiling GLSL to SPIR-V
Understanding the SPIR-V output
From SPIR-V to pipeline layout
Improving load times with a pipeline cache
Summary
Further reading
Chapter 3: Unlocking Multi-Threading
Technical requirements
Task-based multi-threading using enkiTS
Why task-based parallelism?
Using the enkiTS (Task-Scheduler) library
Asynchronous loading
Creating the I/O thread and tasks
Vulkan queues and the first parallel command generation
The AsynchronousLoader class
Recording commands on multiple threads
The allocation strategy
Command buffer recycling
Primary versus secondary command buffers
Drawing using primary command buffers
Drawing using secondary command buffers
Spawning multiple tasks to record command buffers
Summary
Further reading
Chapter 4: Implementing a Frame Graph
Technical requirements
Understanding frame graphs
Building a graph
A data-driven approach
Implementing the frame graph
Implementing topological sort
Driving rendering with the frame graph
Summary
Further reading
Chapter 5: Unlocking Async Compute
Technical requirements
Replacing multiple fences with a single timeline semaphore
Enabling the timeline semaphore extension
Creating a timeline semaphore
Waiting for a timeline semaphore on the CPU
Using a timeline semaphore on the GPU
Adding a separate queue for async compute
Submitting work on separate queues
Implementing cloth simulation using async compute
Benefits of using compute shaders
Compute shaders overview
Writing compute shaders
Summary
Further reading
Part 2: GPU-Driven Rendering
Chapter 6: GPU-Driven Rendering
Technical requirements
Breaking down large meshes into meshlets
Generating meshlets
Understanding task and mesh shaders
Implementing task shaders
Implementing mesh shaders
GPU culling using compute
Depth pyramid generation
Occlusion culling
Summary
Further reading
Chapter 7: Rendering Many Lights with Clustered Deferred Rendering
Technical requirements
A brief history of clustered lighting
Differences between forward and deferred techniques
Implementing a G-buffer
Title Page
Copyright and Credits
Acknowledgments
Contributors
Table of Contents
Preface
Part 1: Foundations of a Modern Rendering Engine
Chapter 1: Introducing the Raptor Engine and Hydra
Technical requirements
Windows
Linux
macOS
How to read this book
Understanding the code structure
Layers of code
Understanding the glTF scene format
PBR in a nutshell
A word on GPU debugging
Summary
Further reading
Chapter 2: Improving Resources Management
Technical requirements
Unlocking and implementing bindless rendering
Checking for support
Creating the descriptor pool
Updating the descriptor set
Update to shader code
Automating pipeline layout generation
Compiling GLSL to SPIR-V
Understanding the SPIR-V output
From SPIR-V to pipeline layout
Improving load times with a pipeline cache
Summary
Further reading
Chapter 3: Unlocking Multi-Threading
Technical requirements
Task-based multi-threading using enkiTS
Why task-based parallelism?
Using the enkiTS (Task-Scheduler) library
Asynchronous loading
Creating the I/O thread and tasks
Vulkan queues and the first parallel command generation
The AsynchronousLoader class
Recording commands on multiple threads
The allocation strategy
Command buffer recycling
Primary versus secondary command buffers
Drawing using primary command buffers
Drawing using secondary command buffers
Spawning multiple tasks to record command buffers
Summary
Further reading
Chapter 4: Implementing a Frame Graph
Technical requirements
Understanding frame graphs
Building a graph
A data-driven approach
Implementing the frame graph
Implementing topological sort
Driving rendering with the frame graph
Summary
Further reading
Chapter 5: Unlocking Async Compute
Technical requirements
Replacing multiple fences with a single timeline semaphore
Enabling the timeline semaphore extension
Creating a timeline semaphore
Waiting for a timeline semaphore on the CPU
Using a timeline semaphore on the GPU
Adding a separate queue for async compute
Submitting work on separate queues
Implementing cloth simulation using async compute
Benefits of using compute shaders
Compute shaders overview
Writing compute shaders
Summary
Further reading
Part 2: GPU-Driven Rendering
Chapter 6: GPU-Driven Rendering
Technical requirements
Breaking down large meshes into meshlets
Generating meshlets
Understanding task and mesh shaders
Implementing task shaders
Implementing mesh shaders
GPU culling using compute
Depth pyramid generation
Occlusion culling
Summary
Further reading
Chapter 7: Rendering Many Lights with Clustered Deferred Rendering
Technical requirements
A brief history of clustered lighting
Differences between forward and deferred techniques
Implementing a G-buffer
Source of Description
Description based upon online resource; title from PDF title page (viewed Feb 6th, 2023).
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