Mastering Graphics Programming with Vulkan

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Author :
Publisher : Packt Publishing Ltd
ISBN 13 : 1803230207
Total Pages : 382 pages
Book Rating : 4.8/5 (32 download)

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Book Synopsis Mastering Graphics Programming with Vulkan by : Marco Castorina

Download or read book Mastering Graphics Programming with Vulkan written by Marco Castorina and published by Packt Publishing Ltd. This book was released on 2023-02-10 with total page 382 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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 DescriptionVulkan 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.

OpenGL to Vulkan

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Publisher :
ISBN 13 :
Total Pages : 0 pages
Book Rating : 4.2/5 (233 download)

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Book Synopsis OpenGL to Vulkan by : Frahaan Hussain

Download or read book OpenGL to Vulkan written by Frahaan Hussain and published by . This book was released on 2023-11-27 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: "OpenGL to Vulkan: Mastering Graphics Programming" is a comprehensive guide designed for professionals and enthusiasts in the realm of graphics programming. As the industry shifts from the well-established OpenGL to the more robust and efficient Vulkan, this book serves as a vital resource for making this transition seamless and effective. This book begins with an introduction to OpenGL, covering its fundamental principles and how it has been a cornerstone in graphics programming for decades. From there, it delves into the intricacies of Vulkan, a cutting-edge graphics API known for its high performance and fine-grained control over GPU resources. The author skillfully bridges the gap between these two technologies, providing readers with a deep understanding of both the legacy and the future of graphics programming. Through practical examples and detailed explanations, readers will learn how to harness the power of Vulkan while understanding its differences and advantages over OpenGL. The book covers essential topics such as Vulkan's pipeline architecture, shader programming, memory management, and synchronization. It also dives into advanced topics like performance optimization, cross-platform graphics development, and the integration of Vulkan with existing systems and engines. What sets this book apart is its hands-on approach, guiding readers through the development of real-world applications. It includes multiple projects that gradually increase in complexity, allowing readers to build their skills progressively. These projects are not only educational but also serve as valuable references for future development work. "OpenGL to Vulkan: Mastering Graphics Programming" is more than just a technical guide; it's a journey through the evolution of graphics programming. Whether you are a seasoned OpenGL developer looking to transition to Vulkan or a newcomer eager to dive into the world of high-performance graphics, this book is an indispensable resource.

Vulkan Programming Guide

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Author :
Publisher : Addison-Wesley Professional
ISBN 13 : 0134464680
Total Pages : 1032 pages
Book Rating : 4.1/5 (344 download)

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Book Synopsis Vulkan Programming Guide by : Graham Sellers

Download or read book Vulkan Programming Guide written by Graham Sellers and published by Addison-Wesley Professional. This book was released on 2016-11-07 with total page 1032 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Definitive VulkanTM Developer’s Guide and Reference: Master the Next-Generation Specification for Cross-Platform Graphics 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. VulkanTM 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 synchronization, scheduling, and memory management that are now the developer’s responsibility. VulkanTM 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, synchronization 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 Example code can be found here: Example code can be found here: https://github.com/vulkanprogrammingguide/examples

Learning Vulkan

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Author :
Publisher : Packt Publishing Ltd
ISBN 13 : 178646084X
Total Pages : 457 pages
Book Rating : 4.7/5 (864 download)

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Book Synopsis Learning Vulkan by : Parminder Singh

Download or read book Learning Vulkan written by Parminder Singh and published by Packt Publishing Ltd. This book was released on 2016-12-15 with total page 457 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discover how to build impressive 3D graphics with the next-generation graphics API—Vulkan About This Book Get started with the Vulkan API and its programming techniques using the easy-to-follow examples to create stunning 3D graphics Understand memory management in Vulkan and implement image and buffer resources Get hands-on with the drawing process and synchronization, and render a 3D graphics scene with the Vulkan graphics pipeline Who This Book Is For This 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. What You Will Learn Learn fundamentals of Vulkan programing model to harness the power of modern GPU devices. Implement device, command buffer and queues to get connected with the physical hardware. Explore various validation layers and learn how to use it for debugging Vulkan application. Get a grip on memory management to control host and device memory operations. Understand and implement buffer and image resource types in Vulkan. Define drawing operations in the Render pass and implement graphics pipeline. Manage GLSL shader using SPIR-V and update the shader resources with descriptor sets and push constants. Learn the drawing process, manage resources with synchronization objects and render 3D scene output on screen with Swapchain. Bring realism to your rendered 3D scene with textures, and implement linear and optimal textures In Detail Vulkan, 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. We 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. You'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. You'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. By the end, you'll know everything you need to know to get your hands dirty with the coolest Graphics API on the block. Style and approach This book takes a practical approach to guide you through the Vulkan API, and you will get to build an application throughout the course of the book. Since you are expected to be familiar with C/C++, there is not much hand-holding throughout the course of the book.

3D Graphics Rendering Cookbook

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Author :
Publisher : Packt Publishing Ltd
ISBN 13 : 1838985301
Total Pages : 671 pages
Book Rating : 4.8/5 (389 download)

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Book Synopsis 3D Graphics Rendering Cookbook by : Sergey Kosarevsky

Download or read book 3D Graphics Rendering Cookbook written by Sergey Kosarevsky and published by Packt Publishing Ltd. This book was released on 2021-08-25 with total page 671 pages. Available in PDF, EPUB and Kindle. Book excerpt: Build a 3D rendering engine from scratch while solving problems in a step-by-step way with the help of useful recipes Key FeaturesLearn to integrate modern rendering techniques into a single performant 3D rendering engineLeverage Vulkan to render 3D content, use AZDO in OpenGL applications, and understand modern real-time rendering methodsImplement a physically based rendering pipeline from scratch in Vulkan and OpenGLBook Description OpenGL is a popular cross-language, cross-platform application programming interface (API) used for rendering 2D and 3D graphics, while Vulkan is a low-overhead, cross-platform 3D graphics API that targets high-performance applications. 3D Graphics Rendering Cookbook helps you learn about modern graphics rendering algorithms and techniques using C++ programming along with OpenGL and Vulkan APIs. The book begins by setting up a development environment and takes you through the steps involved in building a 3D rendering engine with the help of basic, yet self-contained, recipes. Each recipe will enable you to incrementally add features to your codebase and show you how to integrate different 3D rendering techniques and algorithms into one large project. You'll also get to grips with core techniques such as physically based rendering, image-based rendering, and CPU/GPU geometry culling, to name a few. As you advance, you'll explore common techniques and solutions that will help you to work with large datasets for 2D and 3D rendering. Finally, you'll discover how to apply optimization techniques to build performant and feature-rich graphics applications. By the end of this 3D rendering book, you'll have gained an improved understanding of best practices used in modern graphics APIs and be able to create fast and versatile 3D rendering frameworks. What you will learnImprove the performance of legacy OpenGL applicationsManage a substantial amount of content in real-time 3D rendering enginesDiscover how to debug and profile graphics applicationsUnderstand how to use the Approaching Zero Driver Overhead (AZDO) philosophy in OpenGLIntegrate various rendering techniques into a single applicationFind out how to develop Vulkan applicationsImplement a physically based rendering pipeline from scratchIntegrate a physics library with your rendering engineWho this book is for This book is for 3D graphics developers who are familiar with the mathematical fundamentals of 3D rendering and want to gain expertise in writing fast rendering engines with advanced techniques using C++ libraries and APIs. A solid understanding of C++ and basic linear algebra, as well as experience in creating custom 3D applications without using premade rendering engines is required.

Vulkan Cookbook

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Author :
Publisher : Packt Publishing Ltd
ISBN 13 : 1786464705
Total Pages : 692 pages
Book Rating : 4.7/5 (864 download)

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Book Synopsis Vulkan Cookbook by : Pawel Lapinski

Download or read book Vulkan Cookbook written by Pawel Lapinski and published by Packt Publishing Ltd. This book was released on 2017-04-28 with total page 692 pages. Available in PDF, EPUB and Kindle. Book excerpt: Work through recipes to unlock the full potential of the next generation graphics API—Vulkan About This Book This book explores a wide range of modern graphics programming techniques and GPU compute methods to make the best use of the Vulkan API Learn techniques that can be applied to a wide range of platforms desktop, smartphones, and embedded devices Get an idea on the graphics engine with multi-platform support and learn exciting imaging processing and post-processing techniques Who This Book Is For This book is ideal for developers who know C/C++ languages, have some basic familiarity with graphics programming, and now want to take advantage of the new Vulkan API in the process of building next generation computer graphics. Some basic familiarity of Vulkan would be useful to follow the recipes. OpenGL developers who want to take advantage of the Vulkan API will also find this book useful. What You Will Learn Work with Swapchain to present images on screen Create, submit, and synchronize operations processed by the hardware Create buffers and images, manage their memory, and upload data to them from CPU Explore descriptor sets and set up an interface between application and shaders Organize drawing operations into a set of render passes and subpasses Prepare graphics pipelines to draw 3D scenes and compute pipelines to perform mathematical calculations Implement geometry projection and tessellation, texturing, lighting, and post-processing techniques Write shaders in GLSL and convert them into SPIR-V assemblies Find out about and implement a collection of popular, advanced rendering techniques found in games and benchmarks In Detail Vulkan is the next generation graphics API released by the Khronos group. It is expected to be the successor to OpenGL and OpenGL ES, which it shares some similarities with such as its cross-platform capabilities, programmed pipeline stages, or nomenclature. Vulkan is a low-level API that gives developers much more control over the hardware, but also adds new responsibilities such as explicit memory and resources management. With it, though, Vulkan is expected to be much faster. This book is your guide to understanding Vulkan through a series of recipes. We start off by teaching you how to create instances in Vulkan and choose the device on which operations will be performed. You will then explore more complex topics such as command buffers, resources and memory management, pipelines, GLSL shaders, render passes, and more. Gradually, the book moves on to teach you advanced rendering techniques, how to draw 3D scenes, and how to improve the performance of your applications. By the end of the book, you will be familiar with the latest advanced techniques implemented with the Vulkan API, which can be used on a wide range of platforms. Style and approach This recipe-based guide will empower you to implement modern graphic programming techniques and help gain a solid understanding of the new Vulkan API.

Vulkan Expert

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Author :
Publisher : Vulcan Fundamentals
ISBN 13 :
Total Pages : 0 pages
Book Rating : 4.2/5 (238 download)

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Book Synopsis Vulkan Expert by : Frahaan Hussain

Download or read book Vulkan Expert written by Frahaan Hussain and published by Vulcan Fundamentals. This book was released on 2023-10-20 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Vulkan Expert: Mastering High-Performance Graphics" is an indispensable resource for anyone seeking to harness the full power of Vulkan, the cutting-edge graphics API. Whether you're a seasoned graphics programmer or just getting started, this comprehensive guide takes you on a deep dive into the world of high-performance graphics rendering. Inside this book, you'll discover a wealth of knowledge and practical insights on Vulkan, enabling you to create stunning 3D graphics and push your applications to new heights of performance. Learn the intricacies of GPU programming and shader development as you explore the Vulkan API from the ground up. The book covers advanced rendering techniques, optimization strategies, and best practices for creating visually stunning and efficient graphics applications. With clear explanations, hands-on examples, and real-world case studies, "Vulkan Expert" equips you with the skills and knowledge needed to master the art of graphics programming using Vulkan. Whether you're developing games, simulations, or professional graphics applications, this book will help you unlock the full potential of your hardware and deliver cutting-edge graphics experiences to your users.

Introduction to Computer Graphics and the Vulkan API

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Author :
Publisher : Createspace Independent Publishing Platform
ISBN 13 : 9781729529188
Total Pages : 284 pages
Book Rating : 4.5/5 (291 download)

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Book Synopsis Introduction to Computer Graphics and the Vulkan API by : Kenwright

Download or read book Introduction to Computer Graphics and the Vulkan API written by Kenwright and published by Createspace Independent Publishing Platform. This book was released on 2018-10-21 with total page 284 pages. Available in PDF, EPUB and Kindle. Book excerpt: Introduction to Computer Graphics with the Vulkan API provides a beginners guide to getting started developing graphical applications. The book focuses on the practical aspects with details regarding technical changes to previous generation approaches, such as, the shift towards more efficient multithreaded solutions. The book has been formatted and designed with sample program listings and support material, so whether or not you are currently an expert in computer graphics, actively working with an existing API (OpenGL or DirectX), or completely in the dark about this mysterious topic, this book has something for you. If you're an experienced developer, you'll find this book a light refresher to the subject, and if you're deciding whether or not to delve into graphics and the Vulkan API, this book may help you make that significant decision.

Computer Graphics Programming in OpenGL with C++

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Author :
Publisher : Mercury Learning and Information
ISBN 13 : 1683926706
Total Pages : 641 pages
Book Rating : 4.6/5 (839 download)

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Book Synopsis Computer Graphics Programming in OpenGL with C++ by : V. Scott Gordon

Download or read book Computer Graphics Programming in OpenGL with C++ written by V. Scott Gordon and published by Mercury Learning and Information. This book was released on 2020-12-09 with total page 641 pages. Available in PDF, EPUB and Kindle. Book excerpt: This new edition provides step-by-step instruction on modern 3D graphics shader programming in OpenGL with C++, along with its theoretical foundations. It is appropriate both for computer science graphics courses and for professionals interested in mastering 3D graphics skills. It has been designed in a 4-color, “teach-yourself” format with numerous examples that the reader can run just as presented. Every shader stage is explored, from the basics of modeling, textures, lighting, shadows, etc., through advanced techniques such as tessellation, normal mapping, noise maps, as well as new chapters on simulating water, stereoscopy, and ray tracing. FEATURES: Covers modern OpenGL 4.0+ shader programming in C++, with instructions for both PC/Windows and Macintosh Adds new chapters on simulating water, stereoscopy, and ray tracing Includes companion files with code, object models, figures, and more (also available for downloading by writing to the publisher) Illustrates every technique with running code examples. Everything needed to install the libraries, and complete source code for each example Includes step-by-step instruction for using each GLSL programmable pipeline stage (vertex, tessellation, geometry, and fragment) Explores practical examples for modeling, lighting, and shadows (including soft shadows), terrain, water, and 3D materials such as wood and marble Explains how to optimize code for tools such as Nvidia’s Nsight debugger. The companion files and instructor resources are available online by emailing the publisher with proof of purchase at [email protected].

Foundations of 3D Computer Graphics

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Author :
Publisher : MIT Press
ISBN 13 : 0262017350
Total Pages : 291 pages
Book Rating : 4.2/5 (62 download)

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Book Synopsis Foundations of 3D Computer Graphics by : Steven J. Gortler

Download or read book Foundations of 3D Computer Graphics written by Steven J. Gortler and published by MIT Press. This book was released on 2012-07-13 with total page 291 pages. Available in PDF, EPUB and Kindle. Book excerpt: An introduction to the basic concepts of 3D computer graphics that offers a careful mathematical exposition within a modern computer graphics application programming interface. Computer graphics technology is an amazing success story. Today, all of our PCs are capable of producing high-quality computer-generated images, mostly in the form of video games and virtual-life environments; every summer blockbuster movie includes jaw-dropping computer generated special effects. This book explains the fundamental concepts of 3D computer graphics. It introduces the basic algorithmic technology needed to produce 3D computer graphics, and covers such topics as understanding and manipulating 3D geometric transformations, camera transformations, the image-rendering process, and materials and texture mapping. It also touches on advanced topics including color representations, light simulation, dealing with geometric representations, and producing animated computer graphics. The book takes special care to develop an original exposition that is accessible and concise but also offers a clear explanation of the more difficult and subtle mathematical issues. The topics are organized around a modern shader-based version of OpenGL, a widely used computer graphics application programming interface that provides a real-time “rasterization-based” rendering environment. Each chapter concludes with exercises. The book is suitable for a rigorous one-semester introductory course in computer graphics for upper-level undergraduates or as a professional reference. Readers should be moderately competent programmers and have had some experience with linear algebra. After mastering the material presented, they will be on the path to expertise in an exciting and challenging field.

Learning OpenGL ES for iOS

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Author :
Publisher : Addison-Wesley
ISBN 13 : 0132478927
Total Pages : 698 pages
Book Rating : 4.1/5 (324 download)

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Book Synopsis Learning OpenGL ES for iOS by : Erik Buck

Download or read book Learning OpenGL ES for iOS written by Erik Buck and published by Addison-Wesley. This book was released on 2012-07-31 with total page 698 pages. Available in PDF, EPUB and Kindle. Book excerpt: Get Started Fast with Modern OpenGL ES Graphics Programming for iPhone, iPod touch, and iPad OpenGL ES technology underlies the user interface and graphical capabilities of Apple’s iPhone, iPod touch, and iPad–as well as devices ranging from video-game consoles and aircraft-cockpit displays to non-Apple smartphones. In this friendly, thorough introduction, Erik M. Buck shows how to make the most of Open GL ES in Apple’s iOS environment. This highly anticipated title focuses on modern, efficient approaches that use the newest versions of OpenGL ES, helping you avoid the irrelevant, obsolete, and misleading techniques that litter the Internet. Buck embraces Objective-C and Cocoa Touch, showing how to leverage Apple’s powerful, elegant GLKit framework to maximize your productivity, achieve tight platform integration, and deliver exceptionally polished apps. If you’ve written C or C++ code and know object-oriented programming basics, this title brings together everything you need to fully master OpenGL ES graphics for iOS–including downloadable examples specifically designed to jumpstart your own projects. Coverage includes • Understanding core OpenGL ES computer graphics concepts and iOS graphics architecture • Integrating Cocoa Touch with OpenGL ES to leverage the power of Apple’s platform • Creating textures from start to finish: opacity, blending, multi-texturing, and compression • Simulating ambient, diffuse, and specular light • Using transformations to render 3D geometric objects from any point of view • Animating scenes by controlling time through application logic • Partitioning data to draw expansive outdoor scenes with rolling terrain • Detecting and handling user interaction with 3D geometry • Implementing special effects ranging from skyboxes to particles and billboards • Systematically optimizing graphics performance • Understanding the essential linear algebra concepts used in computer graphics • Designing and constructing a complete simulation that incorporates everything you’ve learned

Computer Graphics

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Publisher : BoD – Books on Demand
ISBN 13 : 9535104551
Total Pages : 270 pages
Book Rating : 4.5/5 (351 download)

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Book Synopsis Computer Graphics by : Nobuhiko Mukai

Download or read book Computer Graphics written by Nobuhiko Mukai and published by BoD – Books on Demand. This book was released on 2012-03-30 with total page 270 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer graphics is now used in various fields; for industrial, educational, medical and entertainment purposes. The aim of computer graphics is to visualize real objects and imaginary or other abstract items. In order to visualize various things, many technologies are necessary and they are mainly divided into two types in computer graphics: modeling and rendering technologies. This book covers the most advanced technologies for both types. It also includes some visualization techniques and applications for motion blur, virtual agents and historical textiles. This book provides useful insights for researchers in computer graphics.

Vulkan Fundamentals

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Author :
Publisher : Independently Published
ISBN 13 :
Total Pages : 0 pages
Book Rating : 4.8/5 (649 download)

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Book Synopsis Vulkan Fundamentals by : Kameron Hussain

Download or read book Vulkan Fundamentals written by Kameron Hussain and published by Independently Published. This book was released on 2023-10-19 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Vulkan Fundamentals: A Beginner's Guide" is your gateway to the exciting world of graphics programming and 3D rendering. Designed for newcomers to the Vulkan API, this comprehensive book takes you on a journey from the basics to the advanced concepts, equipping you with the skills needed to create stunning visual experiences and dive into game development. Discover the inner workings of Vulkan, a cutting-edge graphics API known for its high performance and efficiency. The book starts with the fundamentals, explaining graphics pipeline, shaders, and the Vulkan architecture in a beginner-friendly manner. You'll learn how to set up your development environment and create your first Vulkan application step by step. As you progress, you'll delve into advanced topics, including memory management, synchronization, and multi-threading. You'll gain insights into optimizing your applications for maximum performance and efficiency. Real-world examples and practical exercises will help you solidify your understanding and hone your Vulkan programming skills. Whether you aspire to create your own games, interactive simulations, or simply want to explore the world of computer graphics, "Vulkan Fundamentals" provides you with the foundation you need. With its clear explanations and hands-on approach, this book is your essential companion for mastering Vulkan and unlocking the potential of 3D graphics programming.

Graphics Programming in C

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Author :
Publisher :
ISBN 13 : 9780133671605
Total Pages : 639 pages
Book Rating : 4.6/5 (716 download)

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Book Synopsis Graphics Programming in C by : Roger T. Stevens

Download or read book Graphics Programming in C written by Roger T. Stevens and published by . This book was released on 1990 with total page 639 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Modern Graphics Programming Primer

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Author :
Publisher :
ISBN 13 : 9781794529458
Total Pages : 56 pages
Book Rating : 4.5/5 (294 download)

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Book Synopsis Modern Graphics Programming Primer by : Hans de Ruiter

Download or read book Modern Graphics Programming Primer written by Hans de Ruiter and published by . This book was released on 2019-02-18 with total page 56 pages. Available in PDF, EPUB and Kindle. Book excerpt: There are plenty of tutorials out there that teach how to program graphics cards to generate imagery. However, simply following tutorials alone will only get you so far. Understanding how a Graphics Processing Unit (GPU) works and the theory they're built on will make you a more effective graphics programmer. Think about it for a moment, if you understood how a machine works, what it can do and why, would you be better at using that machine? Absolutely! This e-book will give you this extra knowledge. Once you understand how the GPU works you'll be able to think creatively instead of blindly following tutorials. You'll think of better ways to achieve the results you want, and possibly even come up with new techniques. What's Inside The ebook doesn't try to cover everything in full detail. Instead, it covers the core fundamentals you need to get started: How the overall graphics pipeline works What shaders are, and how they're used The various types of data buffers (vertices, textures, etc.) How 3D objects and cameras are positioned in 3D space using matrix algebra Basic 3D lighting - the Phong lighting model Performance tips A cheat-sheet for common tasks using OpenGL ES 3, SDL2, and GLM A list of useful resources Also Included This e-book comes with a companion "Getting Started with OpenGL ES 3+ Programming" tutorial series. The tutorials cover the practical "how-to" side; taking you from zero to rendering a basic 3D scene with lighting. About the Author Hans de Ruiter is a software engineer with a background in computer vision and graphics. As a child/teenager he taught himself programming, constructed electronic circuits from kitsets, and also had a keen interest both science and in building things himself. He persued these interests further at university, going all the way through to a Ph.D. (at the University of Toronto). He's written both graphics software and graphics drivers, giving him a broad understanding of how modern graphics cards work.

Computer Graphics from Scratch

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Author :
Publisher : No Starch Press
ISBN 13 : 1718500769
Total Pages : 250 pages
Book Rating : 4.7/5 (185 download)

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Book Synopsis Computer Graphics from Scratch by : Gabriel Gambetta

Download or read book Computer Graphics from Scratch written by Gabriel Gambetta and published by No Starch Press. This book was released on 2021-05-13 with total page 250 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer Graphics from Scratch demystifies the algorithms used in modern graphics software and guides beginners through building photorealistic 3D renders. Computer graphics programming books are often math-heavy and intimidating for newcomers. Not this one. Computer Graphics from Scratch takes a simpler approach by keeping the math to a minimum and focusing on only one aspect of computer graphics, 3D rendering. You’ll build two complete, fully functional renderers: a raytracer, which simulates rays of light as they bounce off objects, and a rasterizer, which converts 3D models into 2D pixels. As you progress you’ll learn how to create realistic reflections and shadows, and how to render a scene from any point of view. Pseudocode examples throughout make it easy to write your renderers in any language, and links to live JavaScript demos of each algorithm invite you to explore further on your own. Learn how to: Use perspective projection to draw 3D objects on a 2D plane Simulate the way rays of light interact with surfaces Add mirror-like reflections and cast shadows to objects Render a scene from any camera position using clipping planes Use flat, Gouraud, and Phong shading to mimic real surface lighting Paint texture details onto basic shapes to create realistic-looking objects Whether you’re an aspiring graphics engineer or a novice programmer curious about how graphics algorithms work, Gabriel Gambetta’s simple, clear explanations will quickly put computer graphics concepts and rendering techniques within your reach. All you need is basic coding knowledge and high school math. Computer Graphics from Scratch will cover the rest.

Game Engine Architecture, Third Edition

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Author :
Publisher : CRC Press
ISBN 13 : 1351974289
Total Pages : 1240 pages
Book Rating : 4.3/5 (519 download)

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Book Synopsis Game Engine Architecture, Third Edition by : Jason Gregory

Download or read book Game Engine Architecture, Third Edition written by Jason Gregory and published by CRC Press. This book was released on 2018-07-20 with total page 1240 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated. New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of: computer and CPU hardware and memory caches, compiler optimizations, C++ language standardization, the IEEE-754 floating-point representation, 2D user interfaces, plus an entirely new chapter on hardware parallelism and concurrent programming. This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Key Features Covers both the theory and practice of game engine software development Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API. Includes all mathematical background needed. Comprehensive text for beginners and also has content for senior engineers.