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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

Implementing programmable vertex pulling (PVP) in OpenGL

The concept of programmable vertex pulling (PVP) was proposed in 2012 by Daniel Rákos in the amazing book OpenGL Insights. This article goes deep into the architecture of the GPUs of that time and why it was beneficial to use this data storage approach. Initially, the idea of vertex pulling was to store vertex data inside one-dimensional buffer textures and, instead of setting up standard OpenGL vertex attributes, read the data using texelFetch() and a GLSL samplerBuffer in the vertex shader. The built-in GLSL gl_VertexID variable was used as an index to calculate texture coordinates for texel fetching. The reason this trick was implemented was because developers were hitting CPU limits with many draw calls. Due to this, it was beneficial to combine multiple meshes inside a single buffer and render them in a single draw call, without rebinding any vertex arrays or buffer objects to improve draw calls batching.

This technique...

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