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3D Graphics Rendering Cookbook

You're reading from  3D Graphics Rendering Cookbook

Product type Book
Published in Aug 2021
Publisher Packt
ISBN-13 9781838986193
Pages 670 pages
Edition 1st Edition
Languages
Authors (2):
Sergey Kosarevsky Sergey Kosarevsky
Profile icon Sergey Kosarevsky
Viktor Latypov Viktor Latypov
Profile icon Viktor Latypov
View More author details
Toc

Table of Contents (12) Chapters close

Preface 1. Chapter 1: Establishing a Build Environment 2. Chapter 2: Using Essential Libraries 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

Doing frustum culling on the GPU with compute shaders

In the previous recipe, we learned how to cull invisible meshes on the CPU in a classic and somewhat old-fashioned way. As GPUs grew more and more performant, this CPU-based approach became very inefficient. Let's learn how to utilize compute shaders to implement a frustum culling pipeline on a GPU using OpenGL.

The goal of this recipe is to teach you what you can do on modern GPUs with compute pipelines rather than implementing a very performant culling system. Once we are comfortable with the basics, we will discuss the limitations, as well as further directions for improvements.

Getting ready

Make sure you have read the previous recipe, Doing frustum culling on the CPU, so that you're familiar with the frustum culling basics.

The source code for this recipe can be found at Chapter10/GL02_CullingGPU.

How to do it…

Let's take a look at how we can port the C++ culling code from the previous...

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