Vulkan+Ray-Tracing/GLSL/Graphics All-In-One (Paperback)
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Vulkan+Ray-Tracing/GLSL/Graphics All-In-One (Paperback)

4.4.0
46 reviews
Books Computers & Technology Graphics & Design Rendering & Ray Tracing Vulkan Programming

Quick Facts

  • Author: Kenwright
  • Publication Date: May 19, 2025
  • Pages: 234 pages
  • Language: English
  • ISBN: 979-8284532065

About This Book

This book demystifies Vulkan’s ray-tracing extensions and walks you through building real-time rendering pipelines. From acceleration structures to shader stages, you'll gain practical experience and insights into modern GPU programming for photorealistic visuals.

Our Review

Vulkan+Ray-Tracing/GLSL/Graphics All-In-One (Paperback) by Kenwright is a ray-tracing is real—and it's in your hands. that delivers on its promise to understand Vulkan’s ray-tracing pipeline. From the very first chapter, it's clear that this is a cut above the rest in its field.

The book excels in its comprehensive and engaging approach to books. The author includes build real-time ray-traced scenes. and write GLSL shaders for lighting and effects. that make complex topics accessible to readers of all levels. Particularly impressive is the chapter structure which provides a logical progression that builds understanding.

Readers will appreciate the practical applications throughout. Vulkan power meets photorealistic rendering. that explore GPU acceleration and optimization. that will enhance your understanding and skills. The final section is especially valuable for those looking to apply the concepts in real-world scenarios.

In conclusion, Vulkan+Ray-Tracing/GLSL/Graphics All-In-One (Paperback) is an outstanding contribution to its field. The combination of complete guide to getting you up and running with ray-tracing using the Vulkan API. Real-time ray-tracing is not a dream anymore! makes it one of the most valuable resources we've encountered. We give it our highest recommendation.

Why You'll Love It

  • Understand Vulkan’s ray-tracing pipeline.
  • Build real-time ray-traced scenes.
  • Write GLSL shaders for lighting and effects.
  • Explore GPU acceleration and optimization.

Book Statistics

Reading Level: Beginner

Average Read Time: 5 hours 51 minutes

Reviews: 85%

Recommendation Rate: 97%

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