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Vulkan 3D Graphics Rendering Cookbook

You're reading from   Vulkan 3D Graphics Rendering Cookbook Implement expert-level techniques for high-performance graphics with Vulkan

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Product type Paperback
Published in Feb 2025
Publisher Packt
ISBN-13 9781803248110
Length 714 pages
Edition 2nd Edition
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Authors (2):
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Alexey Medvedev Alexey Medvedev
Author Profile Icon Alexey Medvedev
Alexey Medvedev
Sergey Kosarevsky Sergey Kosarevsky
Author Profile Icon Sergey Kosarevsky
Sergey Kosarevsky
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Toc

Table of Contents (14) Chapters Close

Preface 1. Establishing a Build Environment 2. Getting Started with Vulkan FREE CHAPTER 3. Working with Vulkan Objects 4. Adding User Interaction and Productivity Tools 5. Working with Geometry Data 6. Physically Based Rendering Using the glTF 2.0 Shading Model 7. Advanced PBR Extensions 8. Graphics Rendering Pipeline 9. glTF Animations 10. Image-Based Techniques 11. Advanced Rendering Techniques and Optimizations 12. Other Books You May Enjoy
13. Index

Working with a 3D camera and basic user interaction

To debug a graphical application, it is very helpful to be able to navigate and move around within a 3D scene using a keyboard or mouse. Graphics APIs themselves are not familiar with concepts of cameras and user interaction, so we have to implement a camera model that will convert user input into a view matrix usable by Vulkan. In this recipe, we will learn how to create a simple yet extensible 3D camera implementation and use it to enhance the functionality of our Vulkan examples.

Getting ready

The source code for this recipe can be found in Chapter04/05_Camera. The camera classes are declared and implemented in the file shared/Camera.h.

How to do it...

Our camera implementation will calculate a view matrix and a 3D position point based on the selected dynamic model. Let’s look at the steps:

  1. First, let us implement the Camera class, which will represent our main API to work with a 3D camera. The...
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