Book Image

3D Graphics Rendering Cookbook

By : Sergey Kosarevsky, Viktor Latypov
3 (1)
Book Image

3D Graphics Rendering Cookbook

3 (1)
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 GPU atomic counters in Vulkan

The goal of this recipe is to introduce atomics in Vulkan and demonstrate how to use them to see how the GPU scheduler distributes the fragment shader workload. In a sense, this is the order in which the GPU rasterizes triangles into fragments on the screen. Let's learn how to implement a Vulkan application to visualize the rendering order of fragments in a full-screen quad consisting of two triangles.

Getting ready

The demo from Implementing order-independent transparency uses an atomic counter to maintain per-pixel linked lists of transparent fragments. Make sure you read that recipe. Please recall our Vulkan scene data structures by reading the Working with shapes lists in Vulkan recipe of Chapter 9, Working with Scene Graphs.

The source code for this recipe can be found in Chapter10/VK01_AtomicsTest.

How to do it...

The application runs using just two render passes. The first pass renders a full-screen quad and, at each fragment...