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)

Deleting nodes and merging scene graphs

Our scene-management routines from Chapter 7, Graphics Rendering Pipeline, are incomplete without a few more operations:

  • Deleting scene nodes
  • Merging multiple scenes into one (in our case, Lumberyard Bistro's exterior and interior objects)
  • Merging material and mesh data lists
  • Merging multiple static meshes with the same material into a large single mesh

These operations are crucial to the success of our final demo application since, without a combined list of render operations, we cannot easily construct auxiliary draw lists for shadow casters and transparent objects. Frustum culling is significantly easier to do while dealing with a single list of renderable items. Mesh merging is also essential for optimization purposes. The original Lumberyard Bistro scene contains a big tree in the backyard, where small orange and green leaves comprise almost two-thirds of the total draw call count of the entire scene—...