Chapter 8: Image-Based Techniques
In this chapter, we will show how to create a framework for a number of techniques to implement image-based effects via Open Graphics Library (OpenGL) and Vulkan and integrate them with the rest of our scene-rendering code. Most of these techniques are actually part of the postprocessing pipeline, such as ambient occlusion, High Dynamic Range (HDR) tone mapping and light adaptation, and temporal antialiasing. The idea is to render a scene and then apply an effect to it, hence the name. Besides that, shadow mapping uses somewhat similar machinery of offscreen framebuffers underneath. We will implement a very basic shadow mapping algorithm here as the first example and then return to the topic of shadow mapping, with more advanced techniques, in the next chapter.
This chapter covers the postprocessing pipeline and has the following recipes:
- Implementing offscreen rendering in OpenGL
- Implementing fullscreen quad rendering
- Implementing...