Actions for 3D graphics rendering cookbook : a comprehensive guide to exploring rendering algorithms in modern OpenGL and Vulkan
3D graphics rendering cookbook : a comprehensive guide to exploring rendering algorithms in modern OpenGL and Vulkan / Sergey Kosarevsky, Viktor Latypov
- Author
- Kosarevsky, Sergey
- Published
- Birmingham : Packt Publishing, 2021.
- Physical Description
- 1 online resource
- Additional Creators
- Latypov, Viktor
Access Online
- Contents
- 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..., 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, 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, 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..., and 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
- Subject(s)
- Genre(s)
- ISBN
- 9781838985301 (ebook)
1838985301
9781838986193 (pbk.)
View MARC record | catkey: 37459044