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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
Languages
Tools
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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

Implementing automatic geometry conversion

In the previous chapters, we learned how to use the Assimp library to load and render 3D models stored in different file formats. In real-world graphics applications, the process of loading a model can be tedious and multistage. Besides just loading, we might want to optimize a mesh in some specific way, such as optimizing geometry and computing multiple LOD meshes. This process might become slow for sizable meshes, so it makes perfect sense to preprocess meshes offline, before an application starts, and load them later in the app as described in the previous recipe, Organizing mesh data storage. Let’s learn how to implement a simple framework for automatic geometry preprocessing and conversion.

In the previous edition of this book, we created a standalone tool for geometry conversion that needs to be executed before subsequent demo apps can load the converted data. It turned out to be a significant oversight on our part...

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