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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

Chapter 7: Graphics Rendering Pipeline

In this chapter, we will learn how to implement a hierarchical scene representation and corresponding rendering pipeline. This will help us combine the rendering we completed for the geometry and materials we explored in the previous chapters. Instead of implementing a naive object-oriented scene graph where each node is represented by an object that's allocated on the heap, we will learn how to apply the data-oriented design approach to simplify the memory layout of our scene. This will make the modifications we apply to the scene graph significantly faster. This will also act as a basis for learning about data-oriented design principles and applying them in practice. The scene graph and materials representation presented here is compatible with glTF2.

This chapter will cover how to organize the overall rendering process of complex scenes with multiple materials. We will be covering the following recipes:

  • How not to create a scene...
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