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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 8: Image-Based Techniques

In this chapter, we will show how to create a framework for a number of techniques to implement image-based effects via Open Graphics Library (OpenGL) and Vulkan and integrate them with the rest of our scene-rendering code. Most of these techniques are actually part of the postprocessing pipeline, such as ambient occlusion, High Dynamic Range (HDR) tone mapping and light adaptation, and temporal antialiasing. The idea is to render a scene and then apply an effect to it, hence the name. Besides that, shadow mapping uses somewhat similar machinery of offscreen framebuffers underneath. We will implement a very basic shadow mapping algorithm here as the first example and then return to the topic of shadow mapping, with more advanced techniques, in the next chapter.

This chapter covers the postprocessing pipeline and has the following recipes:

  • Implementing offscreen rendering in OpenGL
  • Implementing fullscreen quad rendering
  • Implementing...
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