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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

Using GPU atomic counters in Vulkan

The goal of this recipe is to introduce atomics in Vulkan and demonstrate how to use them to see how the GPU scheduler distributes the fragment shader workload. In a sense, this is the order in which the GPU rasterizes triangles into fragments on the screen. Let's learn how to implement a Vulkan application to visualize the rendering order of fragments in a full-screen quad consisting of two triangles.

Getting ready

The demo from Implementing order-independent transparency uses an atomic counter to maintain per-pixel linked lists of transparent fragments. Make sure you read that recipe. Please recall our Vulkan scene data structures by reading the Working with shapes lists in Vulkan recipe of Chapter 9, Working with Scene Graphs.

The source code for this recipe can be found in Chapter10/VK01_AtomicsTest.

How to do it...

The application runs using just two render passes. The first pass renders a full-screen quad and, at each fragment...

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