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"The year is 12,800 BP. Europe is entirely occupied by people of the so-called Upper Magdalenian culture. Well, not entirely. One small region, southern Scandinavia, differs markedly from its neighbours. These lines open the first book-length treatment of the cultural evolution of late Ice Age forager societies at the northern edge of Europe. 'Splendid Isolation' summarises more than ten years of research that connects the cataclysmic eruption of the Laacher See volcano in present-day western Germany with contemporary cultural changes. It also offers an in-depth treatment of the eruptions impact on plants, animals and people as well as its cultural-historical consequences. Invoking the term splendid isolation, the author argues that despite the eruptions evidently detrimental ecological impacts, it led to a regional cultural effervescence in the form of the Bromme culture. By charting this past calamity, the book also shows how the study of ancient disasters can be made useful in todays debates of resilience, vulnerability and apocalypse."--Back cover.
Antiquities. --- Auswirkung. --- Eruption. --- Hunting and gathering societies --- Hunting and gathering societies. --- Volcanoes --- Volcanoes. --- Vulkan. --- History --- Germany --- Laacher Lake (Germany) --- Laacher See. --- Skandinavien --- Antiquities
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Work through recipes to unlock the full potential of the next generation graphics API—VulkanKey Features[*] 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 techniquesBook DescriptionVulkan 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.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 benchmarksWho this book is forThis 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.
Computer graphics. --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- Digital techniques --- Three-dimensional modeling. --- Three-dimensional imaging. --- 3-D imaging --- 3D imaging --- Three-dimensional imaging systems --- Three-dimensional imaging techniques --- Three-dimensional visualization --- Visualization, Three-dimensional --- Imaging systems --- 3-D modeling --- 3D modeling --- Modeling, Three-dimensional --- Surface modeling, Three-dimensional --- Three-dimensional surface modeling --- Computer graphics --- Vulkan graphics programme.
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