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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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Putting it all together into a Vulkan application

In this recipe, we use all the material from previous recipes of this chapter to build a Vulkan demo application.

Getting ready

It might be useful to revisit the first recipe, Organizing Vulkan frame rendering code, to get to grips with the frame composition approach we use in our applications.

The full source code for this recipe can be found in Chapter4/VK01_DemoApp.

How to do it...

Let's skim through the source code to see how we can integrate the functionality from all the recipes together into a single application:

  1. Just like in the previous demo, we declare a Vulkan instance and render device objects:
    VulkanInstance vk;
    VulkanRenderDevice vkDev;
  2. We should declare all our "layer" renderers:
    std::unique_ptr<ImGuiRenderer> imgui;
    std::unique_ptr<ModelRenderer> modelRenderer;
    std::unique_ptr<CubeRenderer> cubeRenderer;
    std::unique_ptr<VulkanCanvas> canvas;
    std::unique_ptr...

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