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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 HDR rendering in Vulkan

Just recently, in the previous recipe, we learned how to implement one OpenGL postprocessing effect in Vulkan, and here, we will learn how to implement HDR rendering and tone mapping using the Vulkan API.

Getting ready…

Make sure you read the Implementing HDR rendering and tone mapping recipe to understand the HDR rendering pipeline, and the Writing postprocessing effects in Vulkan recipe to have a good grasp of the basic classes we use in our Vulkan postprocessors.

The complete source code for this recipe can be found in Chapter8/VK03_HDR.

How to do it...

We define an HDRPostprocessor class derived from QuadProcessor that performs a per-pixel tone-mapping operation on an input framebuffer. The tone-mapping parameter pointers can be tweaked by the application code in the UI window.

One C++-related subtlety must be addressed in the initialization of the HDRProstprocessor class:

  1. The base class constructor is called...

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