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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

Implementing indirect rendering with Vulkan

In the previous chapters, we covered geometry rendering with basic texturing. In the previous recipe Using descriptor indexing and arrays of textures in Vulkan, we learned how to wrangle multiple textures. This recipe explains how to use Vulkan’s indirect rendering feature to render the scene data discussed earlier in the chapter, specifically in the recipes Loading and saving a scene graph and Implementing a material system. While this recipe doesn’t have a standalone example app, all the helper code provided here will be used in the upcoming recipes.

Indirect rendering allows a significant part of scene traversal to be precalculated and offloaded from the CPU to the GPU, which can greatly boost performance. The key idea is to organize all scene data into arrays that shaders can access using integer IDs, eliminating the need for any API state changes during rendering. The indirect buffer generated by the application contains...

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