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Sergey Kosarevsky - 3D Graphics Rendering Cookbook: A comprehensive guide to exploring rendering algorithms in modern OpenGL and Vulkan

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Sergey Kosarevsky 3D Graphics Rendering Cookbook: A comprehensive guide to exploring rendering algorithms in modern OpenGL and Vulkan
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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. Youll 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, youll explore common techniques and solutions that will help you to work with large datasets for 2D and 3D rendering. Finally, youll discover how to apply optimization techniques to build performant and feature-rich graphics applications.

By the end of this 3D rendering book, youll 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
  1. Establishing a Build Environment
  2. Using Essential Libraries
  3. Getting Started with OpenGL and Vulkan
  4. Adding User Interaction and Productivity Tools
  5. Working with Geometry Data
  6. Physically Based Rendering Using the glTF2 Shading Model
  7. Graphics Rendering Pipeline
  8. Image-based Techniques
  9. Working with Scene Graphs
  10. Advanced Rendering Techniques and Optimizations
Code: https://github.com/PacktPublishing/3D-Graphics-Rendering-Cookbook

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3D Graphics Rendering Cookbook A comprehensive guide to exploring rendering - photo 1
3D Graphics Rendering Cookbook

A comprehensive guide to exploring rendering algorithms in modern OpenGL and Vulkan

Sergey Kosarevsky

Viktor Latypov

BIRMINGHAMMUMBAI 3D Graphics Rendering Cookbook Copyright 2021 Packt Publishing - photo 2

BIRMINGHAMMUMBAI

3D Graphics Rendering Cookbook

Copyright 2021 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the authors, nor Packt Publishing or its dealers and distributors, will be held liable for any damages caused or alleged to have been caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

Associate Group Product Manager: Pavan Ramchandani

Publishing Product Manager: Ashitosh Gupta

Senior Editor: Mark Dsouza

Content Development Editor: Divya Vijayan

Technical Editor: Joseph Aloocaran

Copy Editor: Safis Editing

Project Coordinator: Manthan Patel

Proofreader: Safis Editing

Indexer: Manju Arasan

Production Designer: Nilesh Mohite

First published: July 2021

Production reference: 1290721

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham

B3 2PB, UK.

ISBN 978-1-83898-619-3

www.packt.com

To my mom, Irina Leonidovna Kosarevskaya, for your sacrifices; to my granny, Ludmila Fedorovna Sitorkina, for always cheering me on regardless of the hobbies I pursued; to the memory of my grandpa, Leonid Mikhailovich Sirotkin (1936-2013), for bringing me my first computer at the age of nine. Sergey Kosarevsky

To my daughter, Polina.To my wife, Maria.To my parents, Nikolai and Galina.Viktor Latypov

Contributors
About the authors

Sergey Kosarevsky is a rendering lead at Ubisoft RedLynx. He worked in the mobile industry at SPB Software, Yandex, Layar and Blippar, TWNKLS, and DAQRI, where he designed and implemented real-time rendering technology. He has more than 18 years of software development experience and more than 10 years of mobile and embedded 3D graphics experience. In his Ph.D. thesis, Sergey employed computer vision to solve mechanical engineering problems. He has co-authored several books on mobile software development in C++.

I wish to thank our reviewers and my friends, Alexander Pavlov, Anton Gerdelan, and Chris Forbes, for putting their time and effort into making this book happen. Thank you for your massive support, guys!

Viktor Latypov is a software engineer specializing in embedded C/C++, 3D graphics, and computer vision. With more than 15 years of software development experience and a Ph.D. in applied mathematics, he has implemented a number of real-time renderers for medical and automotive applications over the last 10 years.

Together with Sergey, he has co-authored two books on mobile software development in C++.

I would like to thank our reviewers for all their time, effort, and invaluable comments to make this book much better. Without you, we wouldn't have made it through the crazy year of 2020.

About the reviewers

Alexander Pavlov is a Senior Software Engineer with Google. He has more than 20 years of experience in various areas of industrial software development. His primary areas of interest are large-scale system design, compiler theory, and 3D graphics. Alexander is also an informal technical reviewer and proofreader behind the Android NDK Game Development Cookbook, published by Packt.

Chris Forbes works as a software developer for Google, working on Vulkan validation support and other ecosystem components. Previously, he has been involved in implementing OpenGL 3 and 4 support in open source graphics drivers for Linux [www.mesa3d.org], as well as rebuilding classic strategy games to run on modern systems [www.openra.net].

Anton Gerdelan is a computer graphics programmer and is most well known for writing an introductory book for graphics students, titled Anton's OpenGL 4 Tutorials, and recently, Professional Programming Tools for C and C++. Anton taught computer graphics and programming at Trinity College Dublin in Ireland, and at Blekinge Tekniska Hgskola in Sweden. Anton is the Director of Engineering at Volograms.

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