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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

Technical requirements

To run the recipes from this chapter, you will need a computer with a video card supporting OpenGL 4.6 with ARB_bindless_texture and Vulkan 1.2. Read Chapter 1, Establishing a Build Environment, if you want to learn how to build demonstration applications from this book.

This chapter relies on the geometry-loading code explained in the previous chapter, Chapter 7, Graphics Rendering Pipeline, so make sure you read it before proceeding any further and run the Chapter7/SceneConverter tool before running the demos from this chapter.

All Vulkan demos from this chapter require multiple rendering passes and are using multiple input and output (I/O) textures and framebuffers. To specify these memory dependencies without using Vulkan subpasses, we insert pipeline barriers in between the rendering commands. Inserting barriers into a command buffer is performed in the shared/vkFramework/Barriers.h file, which declared a number of helper classes that essentially just...

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