Vulkan Programming Guide: The Official Guide to Learning Vulkan, 1st edition
BRAND: PEARSON
Publisher: | Addison-Wesley Professional |
Author: | John Kessenich; Graham Sellers |
Edition: | (November 7, 2016) © 2017 |
eBook ISBN: | 9780134464688 |
Print ISBN: | 9780134464541 |
Type: | 1 Year Subscription. Dành cho Cá nhân |
eBook edition. 1 year Subscription. Dành cho Cá nhân | Trường ĐH, Nhóm, Thư Viện: Gọi 0915920514 để báo giá Pearson, Vital Source eBook hoặc mua Sách In
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Mô tả sản phẩm
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.
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
TỔNG QUAN SÁCH
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.
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.
MỤC LỤC
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
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