Book Image

3D Graphics Rendering Cookbook

By : Sergey Kosarevsky, Viktor Latypov
4 (2)
Book Image

3D Graphics Rendering Cookbook

4 (2)
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)

Initializing the Vulkan pipeline

A Vulkan pipeline is an implementation of an abstract graphics pipeline, which is a sequence of operations used to transform vertices and rasterize the resulting image. This is similar to a single snapshot of a "frozen" OpenGL state. Vulkan pipelines are almost completely immutable, which means multiple pipelines should be created to allow different data paths to be made through the graphics pipeline. In this recipe, we will learn how to create a Vulkan pipeline that's suitable for our texture's 3D mesh rendering demo by using the programmable vertex pulling approach.

Getting ready...

To learn about the basics of Vulkan pipelines, we recommend reading Vulkan Cookbook, by Pawel Lapinski, which was published by Packt, or the Vulkan Tutorial series, by Alexander Overvoorde: https://vulkan-tutorial.com/Drawing_a_triangle/Graphics_pipeline_basics/Introduction.

For additional information on descriptor set layouts, check out https...