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)

Working with shape lists in Vulkan

While a scene graph is a useful conceptual representation of a three-dimensional (3D) scene, it is not entirely suitable for GPU processing. We have already dealt with the linearization of a scene graph; now, it's time to prepare another list of renderable items, which we call shapes. This term coined the Advanced Scenegraph Rendering Pipeline presentation by Markus Tavenrath and Christoph Kubisch from NVIDIA. This list only contains references to packed meshes, introduced in Chapter 5, Working with Geometry Data, and material representation, discussed in the Implementing a material system recipe from Chapter 7, Graphics Rendering Pipeline. This improvement will allow us to use our MultiRenderer class with more complex scenes.

Getting ready

The implementation of this recipe describes the MultiRenderer class, which is a modification and an upgrade of MultiMeshRenderer from Chapter 5, Working with Geometry Data. Following our framework structure...