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3D Graphics Rendering Cookbook
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3D Graphics Rendering Cookbook
By:
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)
Preface
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Chapter 1: Establishing a Build Environment
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Chapter 2: Using Essential Libraries
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Chapter 3: Getting Started with OpenGL and Vulkan
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Chapter 4: Adding User Interaction and Productivity Tools
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Chapter 5: Working with Geometry Data
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Chapter 6: Physically Based Rendering Using the glTF2 Shading Model
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Chapter 7: Graphics Rendering Pipeline
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Chapter 8: Image-Based Techniques
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Chapter 9: Working with Scene Graphs
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Chapter 10: Advanced Rendering Techniques and Optimizations
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