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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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Working with rendering passes

In Chapter 4, Adding User Interaction and Productivity Tools, we introduced our "layered" frame composition, which we will now refine and extend. These modifications will allow us to do offscreen rendering and significantly simplify initialization and Vulkan object management.

This recipe will describe the rendering interface that's used by the VulkanApp class. At the end of this recipe, a few concrete classes will be presented that can render quadrilaterals and the UI. Please revisit the previous two recipes to see how the Renderer interface fits in the new framework.

Getting ready

Check out the Putting it all together into a Vulkan application recipe of Chapter 4, Adding User Interaction and Productivity Tools, to refresh your memory on how our "layered" frame composition works.

How to do it...

Each of the frame rendering passes is represented by an instance of the Renderer class. The list of references to these...

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