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)

Adding a frames-per-second counter

The frames per second (FPS) counter is the cornerstone of all graphical application profiling and performance measurements. In this recipe, we will learn how to implement a simple FPS counter class and use it to roughly measure the performance of a running application.

Getting ready

The source code for this recipe can be found in Chapter4/GL02_FPS.

How to do it...

Let's implement the FramesPerSecondCounter class containing all the machinery required to calculate the average FPS rate for a given time interval:

  1. First, we need some member fields to store the duration of a sliding window, the number of frames rendered in the current interval, and the accumulated time of this interval:
    class FramesPerSecondCounter {
      const float avgIntervalSec_ = 0.5f;
      unsigned int numFrames_ = 0;
      double accumulatedTime_ = 0;
      float currentFPS_ = 0.0f;
  2. The single constructor can override...