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Vulkan Programming Guide: OpenGL

Autor John M. Kessenich
en Limba Engleză Paperback – 31 iul 2016
The next generation specification of OpenGL, 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 graphics programmers at all levels of experience, in any Vulkan environment, on any platform. written by Vulkan language lead John Kessenich and Vulkan API lead Graham Sellers, this guide offers comprehensive, example-rich introductions to both the new portable Vulkan API and the new SPIR-V shading language. Kessenich and Sellers cover everything from drawing to memory, threading to compute shaders. Throughout, they present realistic sample code, and explain everything you need to know and do to get it to work. You'll learn powerful techniques you can use for 3D application development in fields ranging from videogames to medical imaging -- as well as techniques for solving many of today's most 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. "
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Specificații

ISBN-13: 9780134464541
ISBN-10: 0134464540
Pagini: 900
Dimensiuni: 178 x 232 x 29 mm
Greutate: 0.68 kg
Editura: Addison-Wesley Professional
Seria OpenGL


Notă biografică

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.


Cuprins

  • 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