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3D graphics rendering cookbook : a comprehensive guide to exploring rendering algorithms in modern OpenGL and Vulkan /

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 un...

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Bibliographic Details
Call Number:Libro Electrónico
Main Authors: Kosarevsky, Sergey (Author), Latypov, Viktor (Author)
Format: Electronic eBook
Language:Inglés
Published: Birmingham : Packt Publishing, 2021.
Subjects:
Online Access:Texto completo (Requiere registro previo con correo institucional)

MARC

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245 1 0 |a 3D graphics rendering cookbook :  |b a comprehensive guide to exploring rendering algorithms in modern OpenGL and Vulkan /  |c Sergey Kosarevsky, Viktor Latypov. 
264 1 |a Birmingham :  |b Packt Publishing,  |c 2021. 
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505 0 |a Cover -- Copyright -- Contributors -- Table of Contents -- Preface -- Chapter 1: Establishing a Build Environment -- Technical requirements -- OpenGL 4.6 with AZDO and Vulkan -- What is the essence of modern OpenGL? -- Setting up our development environment on Windows -- Getting ready -- How to do it... -- There's more... -- Setting up our development environment on Linux -- Getting ready -- How to do it... -- Installing the Vulkan SDK for Windows and Linux -- Getting ready -- How to do it... -- There's more... -- Managing dependencies -- Getting ready -- How to do it... -- How it works... 
505 8 |a There's more... -- Getting the demo data -- How to do it -- There's more... -- Creating utilities for CMake projects -- Getting ready -- How to do it... -- There's more... -- Chapter 2: Using Essential Libraries -- Technical requirements -- Using the GLFW library -- Getting ready -- How to do it... -- There's more... -- Doing math with GLM -- Getting ready -- How to do it... -- There's more... -- Loading images with STB -- Getting ready -- How to do it... -- There's more... -- Rendering a basic UI with Dear ImGui -- Getting ready -- How to do it... -- There's more... -- Integrating EasyProfiler 
505 8 |a Getting ready -- How to do it... -- How it works... -- There's more... -- Integrating Optick -- Getting ready -- How to do it... -- How it works... -- There's more... -- Using the Assimp library -- Getting ready -- How to do it... -- Getting started with Etc2Comp -- Getting ready -- How to do it... -- There's more... -- Multithreading with Taskflow -- Getting ready -- How to do it... -- There's more... -- Introducing MeshOptimizer -- Getting ready -- How to do it... -- There's more... -- Chapter 3: Getting Started with OpenGL and Vulkan -- Technical requirements -- Intercepting OpenGL API calls 
505 8 |a Getting ready -- How to do it... -- How it works... -- Working with Direct State Access (DSA) -- Getting ready -- How to do it... -- There's more... -- Loading and compiling shaders in OpenGL -- Getting ready -- How to do it... -- There's more... -- Implementing programmable vertex pulling (PVP) in OpenGL -- Getting ready -- How to do it... -- How it works... -- There's more... -- Working with cube map textures -- Getting ready -- How to do it... -- There's more... -- Compiling Vulkan shaders at runtime -- Getting ready -- How to do it... -- How it works... -- There's more... 
505 8 |a Initializing Vulkan instances and graphical devices -- Getting ready -- How to do it... -- Initializing the Vulkan swap chain -- Getting ready -- How to do it... -- Setting up Vulkan's debugging capabilities -- How to do it... -- There's more... -- Tracking and cleaning up Vulkan objects -- Getting ready -- How to do it... -- Using Vulkan command buffers -- How to do it... -- See also -- Dealing with buffers in Vulkan -- Getting ready -- How to do it... -- How it works... -- Using texture data in Vulkan -- Getting ready -- How to do it... -- Using mesh geometry data in Vulkan -- Getting ready 
520 |a 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 DescriptionOpenGL 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. 
590 |a O'Reilly  |b O'Reilly Online Learning: Academic/Public Library Edition 
630 0 0 |a OpenGL. 
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630 0 7 |a OpenGL  |2 fast 
650 0 |a Rendering (Computer graphics) 
650 0 |a Computer programming. 
650 0 |a Three-dimensional modeling. 
650 6 |a Rendu (Infographie) 
650 6 |a Programmation (Informatique) 
650 6 |a Modélisation tridimensionnelle. 
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650 7 |a Computer programming  |2 fast 
650 7 |a Rendering (Computer graphics)  |2 fast 
650 7 |a Three-dimensional modeling  |2 fast 
700 1 |a Latypov, Viktor,  |e author. 
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938 |a ProQuest Ebook Central  |b EBLB  |n EBL6724601 
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