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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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Implementing transformation trees

A scene graph is typically used to represent spatial relationships. For the purpose of rendering, we must calculate a global affine 3D transformation for each of the scene graph nodes. This recipe will show you how to correctly calculate global transformations from local transformations without making any redundant calculations.

Getting ready

Using the previously defined Scene structure, we will show you how to correctly recalculate global transformations. Please revisit the Using data-oriented design for a scene graph recipe before proceeding. To start this recipe, recall that we had the dangerous but tempting idea of using a recursive global transform calculator in the non-existent SceneNode::render() method:

SceneNode::Render() {
  mat4 parentTransform = parent ?    parent->globalTransform : identity();
  this->globalTransform = parentTransform * localTransform;
  ... rendering and...

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