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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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Implementing a scene conversion tool

In Chapter 5, Working with Geometry Data, we implemented a geometry conversion tool capable of loading meshes in various formats supported by the Assimp library, such as .gltf or .obj, and storing them in our runtime format, which is suitable for fast loading and rendering. In this recipe, we will extend this tool into a full scene converter that will handle all our materials and textures. Let's get started and learn how to do this.

Getting ready

The source code for the scene conversion tool described in this chapter can be found in the Chapter7\SceneConverter folder. The entire project is covered in this recipe. If you want to start with a simpler version of the tool that only deals with geometry data, take a look at the Implementing a geometry conversion tool recipe in Chapter 5, Working with Geometry Data.

Before we look at this recipe, make sure you're familiar with the Implementing a material system and Importing materials...

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3D Graphics Rendering Cookbook
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