Search icon CANCEL
Subscription
0
Cart icon
Cart
Close icon
You have no products in your basket yet
Save more on your purchases!
Savings automatically calculated. No voucher code required
Arrow left icon
All Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Newsletters
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

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...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at €14.99/month. Cancel anytime}