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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
Languages
Tools
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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

Putting it all together into a Vulkan application

Now, let's conclude this chapter by putting all the recipes we have just learned together, into a single demo application. The app will render the Lumberyard Bistro scene using meshes and materials from .obj files.

Getting ready

The Chapter7/VK03_LargeScene demo application combines the code from all the recipes of this chapter, so it will be helpful to skim through the entire chapter before proceeding.

To correctly execute the demo application, the Scene Converter tool from the Implementing a scene conversion tool recipe should be compiled and executed with all the default configuration, prior to running this demo.

How to do it...

Despite being able to render a fairly large scene, the main application, which can be found in the Chapter7/VK03_LargeScene folder, is surprisingly simple. All we must do here is define a MyApp class containing the scene data, textures, and all the renderer instances. The code is almost...

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