Mastering Graphics Programming With Vulkan
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Home > Computer Science Books > Computer modelling and simulation > Mastering Graphics Programming With Vulkan: Develop a modern rendering engine featuring GPU-driven rendering and ray tracing
Mastering Graphics Programming With Vulkan: Develop a modern rendering engine featuring GPU-driven rendering and ray tracing

Mastering Graphics Programming With Vulkan: Develop a modern rendering engine featuring GPU-driven rendering and ray tracing


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About the Book

Level up your graphics programming with Vulkan. Learn to design and implement a modern rendering engine that uses the latest features, from GPU-driven rendering to real-time ray tracing Free with your book: DRM-free PDF version + access to Packt's next-gen Reader* Key Features Build a modern Vulkan renderer using a lightweight Vulkan accelerator framework Design and implement modern rendering techniques, from GPU-driven pipelines to neural rendering Learn and implement advanced ray tracing techniques for real-time graphics *Email sign-up and proof of purchase required Book DescriptionBuilding a modern rendering engine can feel overwhelming, especially with the rapid evolution of graphics APIs and techniques. Some developers struggle to bridge the gap between basic Vulkan tutorials and the advanced systems used in professional engines. This book tackles this challenge by guiding you through the design and implementation of a modern rendering engine using Vulkan’s latest features. You’ll gain clarity and confidence working with the API thanks to a framework that strips away the boilerplate while preserving Vulkan’s concepts. As you progress, you’ll explore advanced Vulkan features like descriptor indexing, mesh shaders, and async compute for performance and flexibility. You’ll also use frame graphs to build a rendering architecture designed to scale and simplify resource management. Through clear explanations and hands-on examples, you’ll explore modern rendering techniques such as GPU-driven rendering, real-time ray tracing, and neural rendering approaches that are at the forefront of modern rendering techniques. Written by two experienced graphics programmers, this book combines theory with implementation-focused guidance to help you gain production-ready skills. By the end, you’ll not only understand the Vulkan API at a deeper level but also have the knowledge to design and build your own modern renderer.What you will learn Integrate modern bindless techniques to reduce the complexity of descriptor set management Design and implement a frame graph to simplify resource management and barrier placement Implement a modern GPU driven rendering framework leveraging compute and mesh shaders Integrate async compute to improve rendering efficiency Implement modern rendering techniques, including TAA and volumetric fog Design and implement a streaming system for acceleration structures Integrate ray traced shadows and reflections Implement a neural rendering algorithm Who this book is forThis book is intended for graphics programmers and engine developers who are already familiar with Vulkan or modern graphics APIs and want to deepen their understanding of real-time rendering architecture and system design. Motivated hobbyists and early-career developers can also benefit from the book, provided they are comfortable with core Vulkan concepts such as pipelines, descriptors, and GPU resource management, and are prepared to engage with more advanced architectural topics.

Table of Contents:
Table of Contents

  1. Introducing the Raptor Engine
  2. Improving Pipelines and Descriptors Management
  3. Implementing a Frame Graph
  4. Unlocking Async Compute
  5. GPU-Driven Rendering
  6. Animating Meshlets
  7. Rendering Many Lights with Clustered Deferred Rendering
  8. Adding Shadows Using Mesh Shaders
  9. Adding Volumetric Fog
  10. Temporal Anti-Aliasing
  11. Getting Started with Ray Tracing
  12. Revisiting Shadows with Ray Tracing
  13. Implementing ReSTIR GI
  14. Adding Reflections with Ray Tracing
  15. Neural Rendering


About the Author :
Gabriel Sassone is a rendering enthusiast currently working as a Principal Rendering Engineer at Multiplayer Group. Previously working for Avalanche Studios, where his first contact with Vulkan happened, where they developed the Vulkan layer for the proprietary Apex Engine and its Google Stadia Port. He previously worked at ReadyAtDawn, Codemasters, FrameStudios, and some non-gaming tech companies. His spare time is filled with music and rendering, gaming, and outdoor activities. Marco Castorina first got familiar with Vulkan while working as a driver developer at Samsung. Later he developed a 2D and 3D renderer in Vulkan from scratch for a leading media-server company. He recently joined the games graphics performance team at AMD. In his spare time, he keeps up to date with the latest techniques in real-time graphics.


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Product Details
  • ISBN-13: 9781806116362
  • Publisher: Packt Publishing Limited
  • Publisher Imprint: Packt Publishing Limited
  • Edition: Revised edition
  • Sub Title: Develop a modern rendering engine featuring GPU-driven rendering and ray tracing
  • ISBN-10: 1806116367
  • Publisher Date: 16 Oct 2026
  • Binding: Digital (delivered electronically)
  • Language: English


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Mastering Graphics Programming With Vulkan: Develop a modern rendering engine featuring GPU-driven rendering and ray tracing
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Mastering Graphics Programming With Vulkan: Develop a modern rendering engine featuring GPU-driven rendering and ray tracing
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