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3D Graphics Rendering Cookbook

You're reading from   3D Graphics Rendering Cookbook A comprehensive guide to exploring rendering algorithms in modern OpenGL and Vulkan

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Product type Paperback
Published in Aug 2021
Publisher Packt
ISBN-13 9781838986193
Length 670 pages
Edition 1st Edition
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Authors (2):
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Viktor Latypov Viktor Latypov
Author Profile Icon Viktor Latypov
Viktor Latypov
Sergey Kosarevsky Sergey Kosarevsky
Author Profile Icon Sergey Kosarevsky
Sergey Kosarevsky
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Toc

Table of Contents (12) Chapters Close

Preface 1. Chapter 1: Establishing a Build Environment 2. Chapter 2: Using Essential Libraries FREE CHAPTER 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 HDR rendering in Vulkan

Just recently, in the previous recipe, we learned how to implement one OpenGL postprocessing effect in Vulkan, and here, we will learn how to implement HDR rendering and tone mapping using the Vulkan API.

Getting ready…

Make sure you read the Implementing HDR rendering and tone mapping recipe to understand the HDR rendering pipeline, and the Writing postprocessing effects in Vulkan recipe to have a good grasp of the basic classes we use in our Vulkan postprocessors.

The complete source code for this recipe can be found in Chapter8/VK03_HDR.

How to do it...

We define an HDRPostprocessor class derived from QuadProcessor that performs a per-pixel tone-mapping operation on an input framebuffer. The tone-mapping parameter pointers can be tweaked by the application code in the UI window.

One C++-related subtlety must be addressed in the initialization of the HDRProstprocessor class:

  1. The base class constructor is called...
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