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3D Graphics Rendering Cookbook

3D Graphics Rendering Cookbook

By : Sergey Kosarevsky, Viktor Latypov
4.4 (19)
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3D Graphics Rendering Cookbook

3D Graphics Rendering Cookbook

4.4 (19)
By: Sergey Kosarevsky, Viktor Latypov

Overview of this book

OpenGL is a popular cross-language, cross-platform application programming interface (API) used for rendering 2D and 3D graphics, while Vulkan is a low-overhead, cross-platform 3D graphics API that targets high-performance applications. 3D Graphics Rendering Cookbook helps you learn about modern graphics rendering algorithms and techniques using C++ programming along with OpenGL and Vulkan APIs. The book begins by setting up a development environment and takes you through the steps involved in building a 3D rendering engine with the help of basic, yet self-contained, recipes. Each recipe will enable you to incrementally add features to your codebase and show you how to integrate different 3D rendering techniques and algorithms into one large project. You'll also get to grips with core techniques such as physically based rendering, image-based rendering, and CPU/GPU geometry culling, to name a few. As you advance, you'll explore common techniques and solutions that will help you to work with large datasets for 2D and 3D rendering. Finally, you'll discover how to apply optimization techniques to build performant and feature-rich graphics applications. By the end of this 3D rendering book, you'll have gained an improved understanding of best practices used in modern graphics APIs and be able to create fast and versatile 3D rendering frameworks.
Table of Contents (12 chapters)
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Tracking and cleaning up Vulkan objects

To keep things under control, we must carefully collect and recycle all our previously allocated Vulkan objects. In this recipe, we will learn how to keep track of allocated Vulkan objects and deallocate them properly at the end of our application.

Getting ready

Since Vulkan is an asynchronous interface, there must be a way to synchronize operations and ensure they complete. One of these synchronization objects is a semaphore. Here, we are declaring a helper function to create a semaphore:

VkResult createSemaphore(  VkDevice device, VkSemaphore* outSemaphore) {
  const VkSemaphoreCreateInfo ci = {    .sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO };
  return vkCreateSemaphore(    device, &ci, nullptr, outSemaphore);
}

Now, we can go ahead and use this function in this recipe.

How to do it...

Let's make the ad hoc approach to Vulkan initialization...

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