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C++programming language. --- Vulkan graphics programme --- Computer sound processing.
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Discover essential real-time rendering techniques that can be extended or applied directly to existing or new rendering engines focusing only on Vulkan Key Features Explore a wide range of advanced 3D graphics programming techniques to leverage the full potential of Vulkan API Learn tips, tricks, and solutions to boost your 3D graphics for a wide range of cross-platform devices Implement geometry projection, texturing, and lighting techniques Purchase of the print or Kindle book includes a free PDF eBook Book Description Vulkan is a graphics API that gives the program total control of the GPU, allowing the GPU to be used to its full potential. This cookbook will uncover useful techniques for emerging new technologies, such as hybrid rendering, extended reality - mixed reality (MR), augmented reality (AR), virtual reality (VR) - and GPU-driven rendering, and even features a dedicated chapter to help you debug and profile your graphics applications with tips and tricks tested in real-world scenarios. The book starts by explaining basic Vulkan concepts while guiding you through the implementation of a basic graphics engine. The building blocks presented in the first few chapters will then help you implement more advanced techniques and algorithms, while getting you acquainted with the inner workings of Vulkan. Gradually, you'll discover how Vulkan can be used to build hybrid renderers as well as leveraged for the future of graphics with AR/VR/MR. Moreover, you'll gain an understanding of how it can be debugged or measured for performance. By the end of this book, you'll be well versed in how to use Vulkan to write graphics applications and how graphics algorithms are implemented using Vulkan. What you will learn Set up your environment for Vulkan development Understand how to draw graphics primitives using Vulkan Use state-of-the-art Vulkan to implement a wide variety of modern rendering techniques such as DLSS, TAA, OIT, and foveated rendering Implement hybrid techniques using rasterization and ray tracing to create photorealistic real-time engines Create extended reality (AR/VR/MR) applications using OpenXR and Vulkan Explore debugging techniques for graphics applications that use Vulkan Who this book is for This book is for computer graphics engineers who have experience in at least one graphics API, such as OpenGL (any variations), DirectX, or Metal, and wish to delve into Vulkan using hands-on, practical examples. Graphics engineers looking to use Vulkan's capabilities to develop real-time hybrid renderers and create XR applications will also find this book helpful. Familiarity with graphics APIs (such as OpenGL, OpenGL ES, Metal, or DirectX), proficiency in C++ programming, and a basic understanding of computer graphics algorithms are assumed.
Computer graphics. --- Rendering (Computer graphics) --- Computer programming. --- Vulkan (Computer file)
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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.
Rendering (Computer graphics) --- Computer programming. --- Vulkan (Computer file) --- Computer games --- Video games --- Development --- Programming
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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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"The digital version of this book is available now for free – with the print version following very soon!This Open Access book is a must-have for anyone interested in real-time rendering. Ray tracing is the holy grail of gaming graphics, simulating the physical behavior of light to bring real-time, cinematic-quality rendering to even the most visually intense games. Ray tracing is also a fundamental algorithm used for architecture applications, visualization, sound simulation, deep learning, and more.Ray Tracing Gems II is written by industry experts with a particular focus on ray tracing, and it offers a practical means to master the new capabilities of current and future GPUs with the latest graphics APIs.What You'll Learn:The latest ray tracing techniques for developing real-time applications in multiple domainsCase studies from developers and studios who have shipped products that use real-time ray tracing.Guidance, advice and best practices for rendering applications with various GPU-based ray tracing APIs (DirectX Raytracing, Vulkan Ray Tracing)High performance graphics for 3D graphics, virtual reality, animation, and moreWho This Book Is For:Game and graphics developers who are looking to leverage the latest hardware and software tools for real-time rendering and ray tracing to enhance their applications across a variety of disciplines."
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GEOLOGIE APPLIQUEE --- ETUDE REGIONALE --- EUROPE DU NORD --- SUEDE --- GEOLOGIE REGIONALE --- Ertsafzettingen. --- Geology --- Geology. --- Sulfides. --- Sulfidlagerstätte. --- Sulfures. --- Vulkan. --- Zwavel. --- sulfide (material). --- Näsliden. --- Sweden
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Das Buch erzählt die spannungsreiche Geschichte der transnationalen, familiendominierten Thyssen-Bornemisza-Gruppe bis zur Mitte des 20. Jahrhunderts. In ihr spiegeln sich zahlreiche ökonomische und politische Friktionen europäischer Geschichte. Thyssen war stets mehr als ein Stahlunternehmen, doch über die vielfältigen weiteren Tätigkeiten der Unternehmerfamilie ist bisher kaum etwas bekannt. Nach dem Tod August Thyssens 1926 bündelte dessen Sohn Heinrich die Aktivitäten in Handel, Logistik, Bankwesen, Energiewirtschaft, Röhrenproduktion, Baustoffen, Schiffbau und Pferdezucht in der deutsch-niederländischen Thyssen-BornemiszaGruppe. Die Studie nimmt das ganze Spektrum in den Blick und kommt zahlreichen Konflikten auf die Spur - mit Familienmitgliedern, Managern, Unternehmen, Kartellen, Steuerbehörden, Feindvermögensverwaltungen und Besatzungsmächten.
Bremer Vulkan --- Bergwerk Walsum --- Feindvermögen --- Bank voor Handel en Scheepvaart --- beneficial ownership --- German-Dutch-Relations --- Trading with the Enemy --- Thyssen, August, --- Thyssen-Bornemisza, Heinrich, --- Thyssen, Fritz, --- Family. --- Thyssen-Bornemisza-Gruppe --- History. --- Management --- 1900-1999 --- Germany --- Netherlands
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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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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 kn...
Three-dimensional modeling. --- Three-dimensional imaging. --- Computer graphics. --- 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 --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- Digital techniques --- Vulkan graphics programme. --- Three-dimensional modelling.
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"The Dutch history painter Joachim Wtewael is widely admired for his astonishing small paintings on copper. The Getty Museum's Mars and Venus Surprised by Vulcan is one of his finest works in this unusually demanding medium. Though only eight inches high, this Mannerist painting contains eleven figures in three different spaces, captured in a dramatically charged moment from the famous story told by Ovid in his Metamorphoses." "The author's detailed analysis of Wtewael's painting also serves as a fine introduction to Dutch art of the Golden Age. Illustrated with seventy reproductions of paintings, drawings, etchings, and decorative objects, Anne W. Lowenthal's study ranges over the broad historical and cultural context in which Mars and Venus was created."--BOOK JACKET.
Mars en Venus --- Vulcan --- Mars [Mythology] --- Venus --- Wtewael, Joachim --- J --- Iconography --- Epical, mythological and fictitious figures --- Antiquity --- Mars (Roman deity) --- Venus (Roman deity) --- Vulcan (Roman deity) --- Art. --- Wtewael, Joachim, --- Criticism and interpretation. --- Vulcan [Mythological character] --- Mars [Mythological character] --- Venus [Mythological character] --- Mars --- Volcanus --- Vulcain --- Volkanus --- Vulcanus --- Vulkan --- Вулкан --- Vulcà --- Fwlcan --- Βουλκάνους --- Voulkanous --- Vulcano --- Vulkano --- Bolcán --- Vulkanus --- Vulkāns --- Vulkanas --- Wulkan --- Hephaestus --- فينوس --- Fīnūs --- Venera --- Венера --- Gwener --- Venuše --- Βένους --- Venous --- Venere --- ונוס --- Венус --- ウェヌス --- Uenusu --- Wenus --- Vèniri --- Venuša --- 维纳斯 --- Weinasi --- Mars Ultor --- Marte --- مارس --- Māris --- Марс --- Meurzh --- Mart --- Μαρς --- Marso --- מרס --- マールス --- Mārusu --- 마르스 --- Meurth --- Marsas --- Marss --- Marti --- 玛尔斯 --- Ma'ersi --- Ares --- Cobannus --- Wttewael, Joachim, --- Uytewael, Joachim, --- Uytenael, Joachim, --- Uytenwael, Joachim, --- Utenwael, Joachim, --- E-books
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