Vulkan+Ray-Tracing/GLSL/Graphics All-In-One (Paperback)
A comprehensive guide to mastering Vulkan, ray tracing, GLSL and more.
Book Details
- ISBN: 979-8284532065
- Publication Date: May 19, 2025
- Pages: 373
- Publisher: Tech Publications
About This Book
This book provides in-depth coverage of Vulkan and ray tracing, offering practical insights and real-world examples that developers can apply immediately in their projects.
What You'll Learn
- Master the fundamentals of Vulkan
- Implement advanced techniques for ray tracing
- Optimize performance in GLSL applications
- Apply best practices from industry experts
- Troubleshoot common issues and pitfalls
Who This Book Is For
This book is perfect for developers with intermediate experience looking to deepen their knowledge of Vulkan and ray tracing. Whether you're building enterprise applications or working on personal projects, you'll find valuable insights and techniques.
Reviews & Discussions
The author has a gift for explaining complex concepts about All-In-One. The troubleshooting tips alone are worth the price of admission. I’ve started incorporating these principles into our code reviews.
A must-read for anyone trying to master (Paperback). The code samples are well-documented and easy to adapt to real projects.
This helped me connect the dots I’d been missing in real-time rendering.
This is now my go-to reference for all things related to Vulkan+Ray-Tracing/GLSL/Graphics.
It’s like having a mentor walk you through the nuances of real-time rendering. I found myself highlighting entire pages—it’s that insightful. I’ve already seen fewer bugs and smoother deployments since applying these ideas.
It’s like having a mentor walk you through the nuances of ray tracing. I appreciated the thoughtful breakdown of common design patterns.
The examples in this book are incredibly practical for Vulkan.
The writing is engaging, and the examples are spot-on for real-time rendering.
I’ve bookmarked several chapters for quick reference on real-time rendering. The diagrams and visuals made complex ideas much easier to grasp.
A must-read for anyone trying to master (Paperback).
It’s rare to find something this insightful about graphics.
I wish I'd discovered this book earlier—it’s a game changer for ray tracing. I’ve already recommended this to several teammates and junior devs.
The clarity and depth here are unmatched when it comes to real-time rendering.
The clarity and depth here are unmatched when it comes to (Paperback). The diagrams and visuals made complex ideas much easier to grasp. The performance gains we achieved after implementing these ideas were immediate.
The author has a gift for explaining complex concepts about graphics. This book strikes the perfect balance between theory and practical application.
I keep coming back to this book whenever I need guidance on ray tracing.
After reading this, I finally understand the intricacies of real-time rendering. Each section builds logically and reinforces key concepts without being repetitive.
The clarity and depth here are unmatched when it comes to Vulkan.
After reading this, I finally understand the intricacies of ray tracing.
I’ve bookmarked several chapters for quick reference on graphics.
I’ve already implemented several ideas from this book into my work with Vulkan+Ray-Tracing/GLSL/Graphics. Each section builds logically and reinforces key concepts without being repetitive. It’s helped me write cleaner, more maintainable code across the board.
It’s like having a mentor walk you through the nuances of real-time rendering. I particularly appreciated the chapter on best practices and common pitfalls.
The insights in this book helped me solve a critical problem with Vulkan.
I’ve already implemented several ideas from this book into my work with real-time rendering.
It’s rare to find something this insightful about real-time rendering. I especially liked the real-world case studies woven throughout.
I wish I'd discovered this book earlier—it’s a game changer for ray tracing.
The clarity and depth here are unmatched when it comes to real-time rendering. The pacing is perfect—never rushed, never dragging.
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