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 Bullet physics to a graphics application

Before we conclude the business of this chapter, let's touch on one more topic, which is not a 3D rendering matter but links very closely to our 3D scene implementation. This recipe shows how to animate individual visual objects in our scene graph by using a rigid-body physics simulation library, Bullet (https://github.com/bulletphysics/bullet3).

Getting ready

To compile the Bullet library, we use a custom CMakeLists.txt file, so it is useful to recall the general CMake workflow for third-party libraries covered in Chapter 2, Using Essential Libraries.

The demo application for this recipe can be found in the Chapter9/VK01_Physics folder.

How to do it...

  1. To simulate a collection of rigid bodies, we implement the Physics class, which calls the appropriate libBullet methods to create, manage, and update physical objects:
    struct Physics {
      Physics()
      : collisionDispatcher(&collisionConfiguration...