WIN $150 GIFT VOUCHERS: ALADDIN'S GOLD

Close Notification

Your cart does not contain any items

Vulkan Programming Guide

The Official Guide to Learning Vulkan

Graham Sellers John Kessenich

$129.95   $103.79

Paperback

Not in-store but you can order this
How long will it take?

QTY:

English
Addison Wesley
17 November 2016
Series: OpenGL
The next generation of the OpenGL specification, Vulkan, has been redesigned from the ground up, giving applications direct control over GPU acceleration for unprecedented performance and predictability. Vulkan™ Programming Guide is the essential, authoritative reference to this new standard for experienced graphics programmers in all Vulkan environments. Vulkan API lead Graham Sellers (with contributions from language lead John Kessenich) presents example-rich introductions to the portable Vulkan API and the new SPIR-V shading language. The author introduces Vulkan, its goals, and the key concepts framing its API, and presents a complex rendering system that demonstrates both Vulkan’s uniqueness and its exceptional power.

You’ll find authoritative coverage of topics ranging from drawing to memory, and threading to compute shaders. The author especially shows how to handle tasks such as synchronisation, scheduling, and memory management that are now the developer’s responsibility.

Vulkan™ Programming Guide introduces powerful 3D development techniques for fields ranging from video games to medical imaging, and state-of-the-art approaches to solving challenging scientific compute problems. Whether you’re upgrading from OpenGL or moving to open-standard graphics APIs for the first time, this guide will help you get the results and performance you’re looking for.

Coverage includes

Extensively tested code examples to demonstrate Vulkan’s capabilities and show how it differs from OpenGL

Expert guidance on getting started and working with Vulkan’s new memory system

Thorough discussion of queues, commands, moving data, and presentation

Full explanations of the SPIR-V binary shading language and compute/graphics pipelines

Detailed discussions of drawing commands, geometry and fragment processing, synchronisation primitives, and reading Vulkan data into applications

A complete case study application: deferred rendering using complex multi-pass architecture and multiple processing queues

Appendixes presenting Vulkan functions and SPIR-V opcodes, as well as a complete Vulkan glossary
By:   ,
Imprint:   Addison Wesley
Country of Publication:   United States
Dimensions:   Height: 231mm,  Width: 178mm,  Spine: 28mm
Weight:   660g
ISBN:   9780134464541
ISBN 10:   0134464540
Series:   OpenGL
Pages:   480
Publication Date:  
Audience:   Professional and scholarly ,  Undergraduate
Format:   Paperback
Publisher's Status:   Active
Chapter 1: Overview of Vulkan Chapter 2: Memory and Resources Chapter 3: Queues and Commands Chapter 4: Moving Data Chapter 5: Presentation Chapter 6: Shaders and Pipelines Chapter 7: Graphics Pipelines Chapter 8: Drawing Chapter 9: Geometry Processing Chapter 10: Fragment Processing Chapter 11: Synchronization Chapter 12: Getting Data Back Chapter 13: Multipass Rendering Appendix: Vulkan Functions Glossary Index

Graham Sellers, API lead on the Vulkan specification, is AMD Software Architect and Engineering Fellow. Sellers represents AMD at the OpenGL ARB, has actively contributed to the core Vulkan and OpenGL specs and extensions, and holds several graphics and image processing patents. He coauthored OpenGL® Programming Guide, Ninth Edition. Contributing author John Kessenich is language lead on the Vulkan specification and is Senior Compiler Architect at LunarG Inc. He been active in OpenGL, GLSL, Vulkan, and SPIR-V development in the OpenGL ARB and in Khronos since 1999. Kessenich created SPIR-V and is its specification editor. As GLSL specification editor, he creates shader compiler tools and translators for improving portability.

See Also