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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

Integrating tessellation into the OpenGL graphics pipeline

Now, let's switch gears and learn how to integrate hardware tessellation functionality into the OpenGL 4.6 graphics rendering pipeline.

Hardware tessellation is a feature that was introduced in OpenGL 4.0. It is implemented as a set of two new shader stages types in the graphics pipeline. The first shader stage is called the tessellation control shader, and the second stage is called the tessellation evaluation shader. The tessellation control shader operates on a set of vertices, which are called control points and define a geometric surface called a patch. The shader can manipulate the control points and calculate the required tessellation level. The tessellation evaluation shader can access the barycentric coordinates of the tessellated triangles and can use them to interpolate any per-vertex attributes that are required, such as texture coordinates, colors, and more. Let's go through the code to examine how...

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