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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 SSAO in Vulkan

Earlier in this chapter, we learned how to implement SSAO in OpenGL and went through every detail of our code. This recipe shows how to implement this technique using the Vulkan API.

We will skip the GLSL shaders here because they are almost identical to those for OpenGL, and rather focus on the C++ parts of the code that deal with Vulkan.

Getting ready...

Make sure you read the Implementing SSAO in OpenGL recipe to understand the data flow of our SSAO implementation and the previous recipe, Writing postprocessing effects in Vulkan, to have a good grasp of the basic classes we use in our Vulkan wrapper.

The source code for this demo can be found in Chapter08/VK02_SSAO.

How to do it...

The SSAOProcessor class wraps multiple QuadProcessor instances into a single streamlined reusable pipeline for SSAO rendering:

  1. A set of GLSL shaders for SSAO rendering is passed as arguments to the QuadProcessor instances:
    struct SSAOProcessor: public...

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