Book description
Build a 3D rendering engine from scratch while solving problems in a step-by-step way with the help of useful recipes
Key Features
- Learn to integrate modern rendering techniques into a single performant 3D rendering engine
- Leverage Vulkan to render 3D content, use AZDO in OpenGL applications, and understand modern real-time rendering methods
- Implement a physically based rendering pipeline from scratch in Vulkan and OpenGL
Book Description
OpenGL is a popular cross-language, cross-platform application programming interface (API) used for rendering 2D and 3D graphics, while Vulkan is a low-overhead, cross-platform 3D graphics API that targets high-performance applications. 3D Graphics Rendering Cookbook helps you learn about modern graphics rendering algorithms and techniques using C++ programming along with OpenGL and Vulkan APIs.
The book begins by setting up a development environment and takes you through the steps involved in building a 3D rendering engine with the help of basic, yet self-contained, recipes. Each recipe will enable you to incrementally add features to your codebase and show you how to integrate different 3D rendering techniques and algorithms into one large project. You'll also get to grips with core techniques such as physically based rendering, image-based rendering, and CPU/GPU geometry culling, to name a few. As you advance, you'll explore common techniques and solutions that will help you to work with large datasets for 2D and 3D rendering. Finally, you'll discover how to apply optimization techniques to build performant and feature-rich graphics applications.
By the end of this 3D rendering book, you'll have gained an improved understanding of best practices used in modern graphics APIs and be able to create fast and versatile 3D rendering frameworks.
What you will learn
- Improve the performance of legacy OpenGL applications
- Manage a substantial amount of content in real-time 3D rendering engines
- Discover how to debug and profile graphics applications
- Understand how to use the Approaching Zero Driver Overhead (AZDO) philosophy in OpenGL
- Integrate various rendering techniques into a single application
- Find out how to develop Vulkan applications
- Implement a physically based rendering pipeline from scratch
- Integrate a physics library with your rendering engine
Who this book is for
This book is for 3D graphics developers who are familiar with the mathematical fundamentals of 3D rendering and want to gain expertise in writing fast rendering engines with advanced techniques using C++ libraries and APIs. A solid understanding of C++ and basic linear algebra, as well as experience in creating custom 3D applications without using premade rendering engines is required.
Table of contents
- 3D Graphics Rendering Cookbook
- Contributors
- About the authors
- About the reviewers
- Preface
- Chapter 1: Establishing a Build Environment
- Chapter 2: Using Essential Libraries
-
Chapter 3: Getting Started with OpenGL and Vulkan
- Technical requirements
- Intercepting OpenGL API calls
- Working with Direct State Access (DSA)
- Loading and compiling shaders in OpenGL
- Implementing programmable vertex pulling (PVP) in OpenGL
- Working with cube map textures
- Compiling Vulkan shaders at runtime
- Initializing Vulkan instances and graphical devices
- Initializing the Vulkan swap chain
- Setting up Vulkan's debugging capabilities
- Tracking and cleaning up Vulkan objects
- Using Vulkan command buffers
- Dealing with buffers in Vulkan
- Using texture data in Vulkan
- Using mesh geometry data in Vulkan
- Using Vulkan descriptor sets
- Initializing Vulkan shader modules
- Initializing the Vulkan pipeline
- Putting it all together into a Vulkan application
-
Chapter 4: Adding User Interaction and Productivity Tools
- Technical requirements
- Organizing Vulkan frame rendering code
- Organizing mesh rendering in Vulkan
- Implementing an immediate mode drawing canvas
- Rendering a Dear ImGui user interface with Vulkan
- Working with a 3D camera and basic user interaction
- Adding a frames-per-second counter
- Adding camera animations and motion
- Integrating EasyProfiler and Optick into C++ applications
- Using cube map textures in Vulkan
- Rendering onscreen charts
- Putting it all together into a Vulkan application
-
Chapter 5: Working with Geometry Data
- Technical requirements
- Organizing the storage of mesh data
- Implementing a geometry conversion tool
- Indirect rendering in Vulkan
- Implementing an infinite grid GLSL shader
- Rendering multiple meshes with OpenGL
- Generating LODs using MeshOptimizer
- Integrating tessellation into the OpenGL graphics pipeline
-
Chapter 6: Physically Based Rendering Using the glTF2 Shading Model
- Technical requirements
- Simplifying Vulkan initialization and frame composition
- Initializing compute shaders in Vulkan
- Using descriptor indexing and texture arrays in Vulkan
- Using descriptor indexing in Vulkan to render an ImGui
- Generating textures in Vulkan using compute shaders
- Implementing computed meshes in Vulkan
- Precomputing BRDF LUTs
- Precomputing irradiance maps and diffuse convolution
- Implementing the glTF2 shading model
-
Chapter 7: Graphics Rendering Pipeline
- Technical requirements
- How not to do a scene graph
- Using data-oriented design for a scene graph
- Loading and saving a scene graph
- Implementing transformation trees
- Implementing a material system
- Importing materials from Assimp
- Implementing a scene conversion tool
- Managing Vulkan resources
- Refactoring Vulkan initialization and the main loop
- Working with rendering passes
- Unifying descriptor set creation routines
- Putting it all together into a Vulkan application
-
Chapter 8: Image-Based Techniques
- Technical requirements
- Implementing offscreen rendering in OpenGL
- Implementing fullscreen quad rendering
- Implementing shadow maps in OpenGL
- Implementing SSAO in OpenGL
- Implementing HDR rendering and tone mapping
- Implementing HDR light adaptation
- Writing postprocessing effects in Vulkan
- Implementing SSAO in Vulkan
- Implementing HDR rendering in Vulkan
- Chapter 9: Working with Scene Graphs
-
Chapter 10: Advanced Rendering Techniques and Optimizations
- Technical requirements
- Doing frustum culling on the CPU
- Doing frustum culling on the GPU with compute shaders
- Implementing order-independent transparency
- Loading texture assets asynchronously
- Implementing projective shadows for directional lights
- Using GPU atomic counters in Vulkan
- Putting it all together into an OpenGL demo
- Why subscribe?
- Other Books You May Enjoy
Product information
- Title: 3D Graphics Rendering Cookbook
- Author(s):
- Release date: August 2021
- Publisher(s): Packt Publishing
- ISBN: 9781838986193
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