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)

Using descriptor indexing and texture arrays in Vulkan

Before we dive deep into the glTF and PBR implementation code, let's look at some lower-level functionality that will be required to minimize the number of Vulkan descriptor sets in applications that use lots of materials with multiple textures. Descriptor indexing is an extremely useful feature recently added to Vulkan 1.2 and, at the time of writing this book, is already supported on some devices. It allows us to create unbounded descriptor sets and use non-uniform dynamic indexing to access textures inside them. This way, materials can be stored in shader storage buffers and each one can reference all the required textures using integer identifiers (IDs). These IDs can be fetched from a shader storage buffer object (SSBO) and are directly used to index into an appropriate descriptor set that contains all the textures required by our application. Vulkan descriptor indexing is rather similar to the OpenGL bindless textures...