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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 the glTF2 shading model

This recipe will cover how to integrate a PBR into your graphics pipeline. Since the topic of PBR rendering is vast, we focus on a minimalistic implementation just to guide you and get you started. In the book text right here, we focus on the GLSL shader code for the PBR shading model and use OpenGL to make things simpler. However, the source code bundle for this book contains a relatively small Vulkan implementation that reuses the same GLSL code. Indeed, rendering a physically based image is nothing more than running a fancy pixel shader with a set of textures.

Getting ready

It is recommended to read about glTF 2.0 before you proceed with this recipe. A lightweight introduction to the glTF 2.0 shading model can be found at https://github.com/KhronosGroup/glTF-Sample-Viewer/tree/glTF-WebGL-PBR.

The C++ source code for this recipe is in the Chapter6/GL01_PBR folder. The GLSL shader code responsible for PBR calculations can be found in data...

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