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)

How not to do a scene graph

Numerous hobby 3D engines use a straightforward and naive class-based approach to implement a scene graph. It is always tempting to define a structure similar to the following code, but please do not do this:

struct SceneNode {
  SceneNode* parent_;
  vector<SceneNode*> children_;
  mat4 localTransform_;
  mat4 globalTransform_;
  Mesh* mesh_;
  Material* material_;
  void Render();
};

On top of this structure, you can define numerous recursive traversal methods, such as the dreaded render() operation. Let's say we have the following root object:

SceneNode* root;

Here, rendering a scene graph can be as simple as doing the following:

root->render();

The rendering routine in this case does multiple things. Most importantly, the render() method calculates the global transform for the current node. After that, depending on the rendering API being used, mesh...