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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 shadow maps in OpenGL

As we learned from the previous chapters, we can render complex scenes with varying sets of materials, including physically based rendering (PBR) materials. While these techniques can produce very nice images, the visual realism of our scenes was severely lacking. Shadow mapping is one of the cornerstones of getting more realistic rendering results. In this recipe, we will give initial guidance on how to approach basic shadow mapping in OpenGL. Considering OpenGL is significantly less verbose compared to Vulkan, this recipe's main focus will be the shadow-mapping algorithm details, while its Vulkan counterpart is focused on the Vulkan application programming interface (API) details to get you started with shadow mapping.

Getting ready

The Chapter8/GL01_ShadowMapping demo application for this recipe implements basic steps for a projective shadow-mapping pipeline. It would be helpful to quickly go through the code before reading this recipe...

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