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Vulkan 3D Graphics Rendering Cookbook

Vulkan 3D Graphics Rendering Cookbook - Second Edition

By : Sergey Kosarevsky, Alexey Medvedev, Viktor Latypov
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Vulkan 3D Graphics Rendering Cookbook

Vulkan 3D Graphics Rendering Cookbook

3 (4)
By: Sergey Kosarevsky, Alexey Medvedev, Viktor Latypov

Overview of this book

Written by experts with decades of rendering experience, this cookbook equips you with practical, hands-on recipes to master modern 3D graphics development by using bindless Vulkan. Focusing on Vulkan 1.3, this second edition starts by setting up your development environment, and quickly transitions to building a robust 3D rendering framework using self-contained recipes. Each recipe helps you incrementally enhance your codebase, integrating a variety of 3D rendering techniques and algorithms into a cohesive project. You’ll get to grips with core techniques, such as glTF 2.0 physically based rendering, image-based lighting, and GPU-driven rendering. The chapters help you grasp advanced topics, including glTF animations, screen-space rendering techniques, and optimization strategies. You’ll also learn how to use glTF 2.0 advanced PBR extensions and handle complex geometry data, ensuring your rendering engine is both powerful and performant. These new additions will enable you to create dynamic and realistic 3D graphics environments, fully utilizing Vulkan’s capabilities. By the end of this 3D rendering book, you’ll have gained an improved understanding of best practices used in modern graphic APIs and be able to create fast and versatile 3D rendering frameworks. *Email sign-up and proof of purchase required
Table of Contents (15 chapters)
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13
Other Books You May Enjoy
14
Index

Animation blending

In the recipes Implementing the glTF animation player and Doing skeletal animations in compute shaders, we implemented an animation player with the capability to switch between skeletal animations. However, when switching between animations, you may have noticed that the transition happens rather abruptly and unnaturally.

We can improve this by interpolating between animations using a floating-point transition factor. In this recipe, we’ll demonstrate a more advanced approach that enables smooth blending between two animations. This technique requires not only the interpolation of per-channel transformations but also a gradual blending between different animations, softening transitions and making them look more natural. Let’s dive in and learn how to implement it!

Getting ready

Make sure to revisit the recipes Implementing the glTF animation player and Doing skeletal animations in compute shaders before proceeding further.

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