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)

Initializing the Vulkan swap chain

Normally, each frame is rendered as an offscreen image. Once the rendering process is complete, the offscreen image should be made visible. An object that holds a collection of available offscreen images – or, more specifically, a queue of rendered images waiting to be presented to the screen – is called a swap chain. In OpenGL, presenting an offscreen buffer to the visible area of a window is performed using system-dependent functions, namely wglSwapBuffers() on Windows, eglSwapBuffers() on OpenGL ES embedded systems, glXSwapBuffers() on Linux, and automatically on macOS. Using Vulkan, we need to select a sequencing algorithm for the swap chain images. Also, the operation that presents an image to the display is no different from any other operation, such as rendering a collection of triangles. The Vulkan API object model treats each graphics device as a collection of command queues where rendering, computation, or transfer operations...