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)

Writing postprocessing effects in Vulkan

In the previous recipes of this chapter, we learned about some popular image-based postprocessing effects and how to implement them in OpenGL. Now, we can focus on the Vulkan API to approach one solution to a similar problem.

In this recipe, we use the Renderer class from the Working with rendering passes recipe from the previous chapter, Chapter 7, Graphics Rendering Pipeline, to wrap a sequence of rendering operations in a single composite item. A helper class to perform fullscreen per-pixel image processing is also presented here.

Getting ready...

Make sure you read the previous OpenGL-related recipes in this chapter as they focus on the algorithm flow, and from this point on, we will be focused on the Vulkan API details and how to wrap them in a manageable way.

How to do it...

Most of the effects in this chapter use a number of rendering passes to calculate the output image. The CompositeRenderer class is a collection of renderers...