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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 (3):
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Sergey Kosarevsky Sergey Kosarevsky
Author Profile Icon Sergey Kosarevsky
Sergey Kosarevsky
Viktor Latypov Viktor Latypov
Author Profile Icon Viktor Latypov
Viktor Latypov
Alexey Medvedev Alexey Medvedev
Author Profile Icon Alexey Medvedev
Alexey Medvedev
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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

6 Physically Based Rendering Using the glTF 2.0 Shading Model

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This chapter will cover the integration of physically based rendering (PBR) into your graphics applications. We use the glTF 2.0 shading model as an example. PBR is not a single specific technique but rather a set of concepts, like using measured surface values and realistic shading models, to accurately represent real-world materials. Adding PBR to your graphics application or retrofitting an existing rendering engine with PBR might be challenging, as it requires multiple big tasks that work simultaneously before a correct image can be rendered.

  1. Our goal here is to show how to implement all these steps from scratch. Some of these steps, like precomputing irradiance maps or bidirectional reflectance distribution function (BRDF) look-up tables, require additional tools to be written. We are not going to use any third-party tools here and will show how to implement...
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