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3D Graphics Rendering Cookbook

You're reading from   3D Graphics Rendering Cookbook A comprehensive guide to exploring rendering algorithms in modern OpenGL and Vulkan

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Product type Paperback
Published in Aug 2021
Publisher Packt
ISBN-13 9781838986193
Length 670 pages
Edition 1st Edition
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Authors (2):
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Viktor Latypov Viktor Latypov
Author Profile Icon Viktor Latypov
Viktor Latypov
Sergey Kosarevsky Sergey Kosarevsky
Author Profile Icon Sergey Kosarevsky
Sergey Kosarevsky
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Toc

Table of Contents (12) Chapters Close

Preface 1. Chapter 1: Establishing a Build Environment 2. Chapter 2: Using Essential Libraries FREE CHAPTER 3. Chapter 3: Getting Started with OpenGL and Vulkan 4. Chapter 4: Adding User Interaction and Productivity Tools 5. Chapter 5: Working with Geometry Data 6. Chapter 6: Physically Based Rendering Using the glTF2 Shading Model 7. Chapter 7: Graphics Rendering Pipeline 8. Chapter 8: Image-Based Techniques 9. Chapter 9: Working with Scene Graphs 10. Chapter 10: Advanced Rendering Techniques and Optimizations 11. Other Books You May Enjoy

Chapter 6: Physically Based Rendering Using the glTF2 Shading Model

This chapter will cover the integration of Physically Based Rendering (PBR) into your graphics pipeline. We use the Graphics Language Transmission Format 2.0 (glTF 2.0) shading model as an example. PBR is not a single specific technique but rather a set of concepts, like using measured surface values and realistic shading models, to accurately represent real-world materials. Adding PBR to your graphics application or retrofitting an existing rendering engine with PBR might be challenging because it requires multiple big steps to be completed and work simultaneously before a correct image can be rendered.

Our goal here is to show how to implement all these steps from scratch. Some of these steps, such as precomputing irradiance maps or bidirectional reflectance distribution function (BRDF) lookup tables (LUTs), require additional tools to be written. We are not going to use any third-party tools here and will show...

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