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3D Graphics Rendering Cookbook
3D Graphics Rendering Cookbook

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

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Profile Icon Sergey Kosarevsky Profile Icon Viktor Latypov
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$12.99 per month
Full star icon Full star icon Full star icon Full star icon Half star icon 4.4 (19 Ratings)
Paperback Aug 2021 670 pages 1st Edition
eBook
$51.99
Paperback
$64.99
Subscription
Free Trial
Renews at $12.99p/m
Arrow left icon
Profile Icon Sergey Kosarevsky Profile Icon Viktor Latypov
Arrow right icon
$12.99 per month
Full star icon Full star icon Full star icon Full star icon Half star icon 4.4 (19 Ratings)
Paperback Aug 2021 670 pages 1st Edition
eBook
$51.99
Paperback
$64.99
Subscription
Free Trial
Renews at $12.99p/m
eBook
$51.99
Paperback
$64.99
Subscription
Free Trial
Renews at $12.99p/m

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Key benefits

  • 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

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.

Who is this book 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.

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

Product Details

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Publication date, Length, Edition, Language, ISBN-13
Publication date : Aug 25, 2021
Length: 670 pages
Edition : 1st
Language : English
ISBN-13 : 9781838986193
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Product Details

Publication date : Aug 25, 2021
Length: 670 pages
Edition : 1st
Language : English
ISBN-13 : 9781838986193
Languages :
Tools :

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Rating distribution
Full star icon Full star icon Full star icon Full star icon Half star icon 4.4
(19 Ratings)
5 star 78.9%
4 star 5.3%
3 star 5.3%
2 star 0%
1 star 10.5%
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N/A Apr 04, 2024
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Feefo Verified review Feefo
H Dec 14, 2021
Full star icon Full star icon Full star icon Full star icon Full star icon 5
I've been given the opportunity to read and learn form this amazing book on graphics rendering.Here is a review:There is a little bit of everything in this book (even some scene graph optimization!). The "recipe" approach to explaining concepts is quick and relatively easy to understand giving the reader the ability to consult any recipe without having to read the book in its entirety. This book does not really focus on Vulkan or OpenGL but does a little bit of both without fully committing to either. Although I would have loved some OpenGL recipes to be for Vulkan as well, the book manages to give enough information to be able to replicate it on your own.Although I have yet to finish reading the whole book, based on the chapters I have covered so far, I would definitely recommend this book to anyone with a good grasp of C++ and a moderate understanding of OpenGL and Vulkan.
Amazon Verified review Amazon
Michael D. Sep 20, 2021
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Had the change to get the book... and it is quite hard to stop reading it :)I hold a Bachelor's degree in Computer Science, focused on computer graphics and parallel programming. And I'm interested in real-time 3D computer graphics since the first MS-DOS based games on the 1990s. I've worked with OpenGL and C++ for nearly 20 years in several personal and fun projects, and I have seen a lot of versions come and go. Some of the topics are already well-known, like git, CMake, VAOs, shaders, cube map textures and shadow maps, so I did not start with bare hands.The update to OpenGL 4.x and Vulkan was long on my personal wish list, but digging thru a pile of tutorials and examples in the internet did not satisfy me need to look "behind the scene". I always want to know *why* I have to do thing in this or that way, not only that I have to do it.The authors have given me exactly the helping hand I needed. They show a step by step tutorial how to build an OpenGL and a Vulkan application, with nice additions like debug and profiling to find bottlenecks. Additional topics like organizing the vector data, adding HDR and SSAO or working with a scene graph are great if you've mastered the "basic stuff" (which is... not so basic at all).The split of descriptions of the steps are great, with many useful information around the code snippets (how to do it), and even more important for me, what happens inside the code I just saw (how it works).And as you can download the code from GitHub, the initial bootstrapping is also handled very well. No need to type the code from the book into your IDE - which does not mean you may not do it. Writing the routines actively down will help remembering at least the outlines of the OpenGL and Vulkan API parts.Big plus from my side: the inclusion of Linux and Mac OS X as development systems, next to the obvious Windows version (with small exceptions due to missing non-Windows support from tools).
Amazon Verified review Amazon
JP Oct 13, 2021
Full star icon Full star icon Full star icon Full star icon Full star icon 5
If you know something about vulkan or opengl. However you are stuck at a phase where you would overthink about implementation and you would not make any progress? Then this book is for you.They explain every concept in a step by step manner with code examples that evolve as you make progress. The project gets bigger at every chapter and in the end you will have a working engine which you can expand upon.In my case I have already implemented all those basics in my engine, I had a working engine with IBL, Shadows and PBR implemented when I bought the book. So if you are like me there are still few concepts that are explained well and worth the purchase.
Amazon Verified review Amazon
Sascha Willems Oct 01, 2021
Full star icon Full star icon Full star icon Full star icon Full star icon 5
As someone who has been doing Vulkan from the very beginning (and OpenGL before that) I can recommend this book. Both to newcomers to real-time 3D graphics as well as experienced programmers. Newcomers should have understanding of basic real-time graphics concepts though, as this book starts at the api level.Seeing modern OpenGL (using AZDO) side-by-side with Vulkan is a very interesting approach, making it an interesting read for people wanting to do modern OpenGL or move to Vulkan.Topics are presented in a recipe based structure, giving at a consistent structure throughout all chapters, making it easy to read and follow.The selection of topics is pretty good, and covers both basic and advanced topics. With a few exception, the topics are presented both for OpenGL and Vulkan. The topics range from basic stuff like loading models and textures, to more advanced themes like GPGU using compute shaders, bindless resources, GPU culling, order independent transparency and atomics. As a final result, many of these are combined into a renderer for a complex scene.Physically based rendering using Khronos' glTF model standard also gets a lot of attention in a dedicated chapter, taking you through all the steps required to get a PBR based renderer up and running.It also touches on topics not directly related to real-time graphics like data-oriented scene graph design, using mesh optimizer and integrating profilers and physics engines, which is a nice addition.Bonus points for targeting Linux and MacOS (via MoltenVK for Vulkan) and not just Windows. Mobile platforms aren't mentioned though, which would've been a nice addition at least Vulkan which supports them natively.To sum it up, this is a very interesting read thanks to the variety of topics.
Amazon Verified review Amazon
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