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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 transformation trees

A scene graph is typically used to represent spatial relationships. For the purpose of rendering, we must calculate a global affine 3D transformation for each of the scene graph nodes. This recipe will show you how to correctly calculate global transformations from local transformations without making any redundant calculations.

Getting ready

Using the previously defined Scene structure, we will show you how to correctly recalculate global transformations. Please revisit the Using data-oriented design for a scene graph recipe before proceeding. To start this recipe, recall that we had the dangerous but tempting idea of using a recursive global transform calculator in the non-existent SceneNode::render() method:

SceneNode::Render() {
  mat4 parentTransform = parent ?    parent->globalTransform : identity();
  this->globalTransform = parentTransform * localTransform;
  ... rendering and...
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