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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

   Establishing a Build Environment
   Using Essential Libraries
   Getting Started with OpenGL and Vulkan
   Adding User Interaction and Productivity Tools
   Working with Geometry Data
   Physically Based Rendering Using the glTF2 Shading Model
   Graphics Rendering Pipeline
   Image-based Techniques
   Working with Scene Graphs
   Advanced Rendering Techniques and Optimizations

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 Details

   Language: English
   Published: 2021
   ISBN: 1838986197
   Format: PDF, EPUB

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