Sign In Start Free Trial
Account

Add to playlist

Create a Playlist

Modal Close icon
You need to login to use this feature.
  • 3D Graphics Rendering Cookbook
  • Toc
  • feedback
3D Graphics Rendering Cookbook

3D Graphics Rendering Cookbook

By : Sergey Kosarevsky, Viktor Latypov
4.4 (19)
close
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)
close

Using mesh geometry data in Vulkan

No graphical application can survive without working with at least some geometry data. In this recipe, we will learn how to load meshes into Vulkan buffers using Assimp. We will use shader storage buffer objects (SSBOs) and implement the programmable vertex pulling (PVP) technique, similar to what we did in the Implementing programmable vertex pulling (PVP) in OpenGL recipe.

Getting ready

The implementation of programmable vertex pulling for Vulkan is quite similar to OpenGL's. Please revisit the Implementing programmable vertex pulling (PVP) in OpenGL recipe for more information. The complete source code for all the Vulkan recipes in this chapter can be found in Chapter3/VK02_DemoApp.

How to do it...

Let's load an indexed mesh with vertex and texture coordinates. The data format for the texture mesh is the same as it was in the OpenGL recipes:

  1. The following function loads a mesh via Assimp from a file into a Vulkan shader...

Unlock full access

Continue reading for free

A Packt free trial gives you instant online access to our library of over 7000 practical eBooks and videos, constantly updated with the latest in tech
bookmark search playlist download font-size

Change the font size

margin-width

Change margin width

day-mode

Change background colour

Close icon Search
Country selected

Close icon Your notes and bookmarks

Delete Bookmark

Modal Close icon
Are you sure you want to delete it?
Cancel
Yes, Delete