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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 9: Working with Scene Graphs

In this chapter, we add a few more touches to our scene-graph code to allow dynamic scene graphs. Besides that, we show how to handle custom components using an example with a physics simulation library, Bullet. Using these techniques, we can extend our scene-graph implementation even further and cover many real-world use cases.

This chapter covers the following recipes:

  • Deleting nodes and merging scene graphs
  • Finalizing the scene-converter tool
  • Implementing lightweight rendering queues in Open Graphics Library (OpenGL)
  • Working with shape lists in Vulkan
  • Adding Bullet physics to a graphics application
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