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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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Integrating tessellation into the OpenGL graphics pipeline

Now, let's switch gears and learn how to integrate hardware tessellation functionality into the OpenGL 4.6 graphics rendering pipeline.

Hardware tessellation is a feature that was introduced in OpenGL 4.0. It is implemented as a set of two new shader stages types in the graphics pipeline. The first shader stage is called the tessellation control shader, and the second stage is called the tessellation evaluation shader. The tessellation control shader operates on a set of vertices, which are called control points and define a geometric surface called a patch. The shader can manipulate the control points and calculate the required tessellation level. The tessellation evaluation shader can access the barycentric coordinates of the tessellated triangles and can use them to interpolate any per-vertex attributes that are required, such as texture coordinates, colors, and more. Let's go through the code to examine how...

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