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)

Refactoring Vulkan initialization and the main loop

Starting from Chapter 3, Getting Started with OpenGL and Vulkan, we introduced an ad hoc rendering loop for each demo application, which resulted in significant code duplication. Let's revisit this topic and learn how to create multiple rendering passes for Vulkan without too much boilerplate code.

Getting ready

Before completing this recipe, make sure to revisit the Putting it all together into a Vulkan application recipe of Chapter 3, Getting Started with OpenGL and Vulkan, as well as all the related recipes.

How to do it...

The goal of this recipe is to improve the rendering framework to avoid code repetition in renderers, as well as to simplify our rendering setup. In the next recipe, as a useful side effect, we will use a system capable of setting up and composing multiple rendering passes without too much hustle.

The main function for all our upcoming demos should consist of just three lines:

int main...