Chapter 10: Advanced Rendering Techniques and Optimizations
In this chapter, we will touch on a few more advanced topics, as well as show you how to integrate multiple effects and techniques into a single graphical application.
This chapter will cover the following recipes:
- Doing frustum culling on the CPU
- Doing frustum culling on the GPU with compute shaders
- Implementing order-independent transparency
- Loading texture assets asynchronously
- Implementing projective shadows for directional lights
- Using GPU atomic counters in Vulkan
- Putting it all together into an OpenGL demo