Advanced Rendering Techniques and Optimizations
In this chapter, we’ll scratch the surface of more advanced rendering topics and optimizations. We’ll also show how to combine multiple effects and techniques into a single graphical application.
This chapter covers the following recipes:
- Refactoring indirect rendering
- Doing frustum culling on the CPU
- Doing frustum culling on the GPU with compute shaders
- Implementing shadows for directional lights
- Implementing order-independent transparency
- Loading texture assets asynchronously
- Putting it all together into a Vulkan demo