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)

Putting it all together into an OpenGL demo

To conclude our OpenGL rendering engine, let's combine the techniques from Chapter 8, Image-Based Techniques, Chapter 9, Working with Scene Graphs, and Chapter 10, Advanced Rendering Techniques and Optimizations, into a single application.

Our final OpenGL demo application renders the Lumberyard Bistro scene with the following techniques and effects:

  • Screen-space ambient occlusion
  • HDR rendering with light adaptation
  • Directional shadow mapping with percentage closer filtering
  • GPU frustum culling using compute shaders
  • Order-independent transparency
  • Asynchronously loading textures
  • OpenGL bindless textures

Getting ready

Make sure you have a good grasp of all the recipes from this and the previous chapters.

The demo application for this recipe can be found in the Chapter10/GL05_Final folder.

How to do it...

We are already familiar with all the rendering techniques that will be used in...