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3D Graphics Rendering Cookbook

3D Graphics Rendering Cookbook

By : Sergey Kosarevsky, Viktor Latypov
4.5 (17)
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3D Graphics Rendering Cookbook

3D Graphics Rendering Cookbook

4.5 (17)
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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Using Vulkan descriptor indexing

Descriptor indexing became part of the Vulkan core in version 1.2 as an optional feature, and it was made mandatory in Vulkan 1.3. This feature allows applications to place all their resources into one large descriptor set and make it available to all shaders. There’s no need to manage descriptor pools or construct per-shader descriptor sets. Everything is accessible to shaders at once. Shaders can access all resources in the system, and the only practical limit is performance. Let’s learn how to work with descriptor sets and descriptor indexing in Vulkan by exploring the LightweightVK framework.

How to do it...

Let’s examine the parts of the VulkanContext class that manage descriptors, as declared in lvk/vulkan/VulkanClasses.h. Integer variables currentMaxTextures_ and currentMaxSamplers_ define the maximum number of resources that can be stored in the descriptor set, referred to as vkDSet_. This descriptor set is allocated...

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3D Graphics Rendering Cookbook
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