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)

Finalizing the scene-converter tool

While the scene-node deletion routine from the previous recipe is useful for implementing interactive editors, we still need to automatically optimize our Lumberyard Bistro scene geometry. Here, we provide a few helper routines to merge multiple scenes into one. These routines and the code from the previous recipe allow us to complete the scene data-conversion tool that we started in Chapter 7, Graphics Rendering Pipeline.

Getting ready

Make sure you read the previous recipe, Deleting nodes and merging scene graphs.

The source code for this recipe is part of the Chapter7/SceneConverter tool implemented in Chapter 7, Graphics Rendering Pipeline. Start exploring from the mergeBistro() function and follow this recipe's text.

How to do it...

The first routine we need is the merging of multiple meshes into a single contiguous array. Since each MeshData structure contains an array of triangle indices and an interleaved array of vertex...