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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

Implementing computed meshes in Vulkan

In the Initializing compute shaders in Vulkan recipe, we learned how to initialize the compute pipeline in Vulkan. We are going to need it in this chapter to implement a BRDF precomputation tool for our PBR pipeline. But before that, let's learn a few simple and interesting ways to use compute shaders in Vulkan and combine this feature with mesh geometry generation on the GPU.

We are going to run a compute shader to create triangulated geometry of a three-dimensional (3D) torus knot shape with different P and Q parameters.

Important note

A torus knot is a special kind of knot that lies on the surface of an unknotted torus in 3D space. Each torus knot is specified by a pair of p and q coprime integers. You can read more on this at https://en.wikipedia.org/wiki/Torus_knot.

The data produced by the compute shader is stored in a shader storage buffer and used in a vertex shader in a typical programmable-vertex-fetch way. To make the...

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