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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
Alexey Medvedev Alexey Medvedev
Author Profile Icon Alexey Medvedev
Alexey Medvedev
Viktor Latypov Viktor Latypov
Author Profile Icon Viktor Latypov
Viktor Latypov
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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

Indirect rendering in Vulkan

Indirect rendering is the process of issuing drawing commands to the graphics API, where most of the parameters to those commands come from GPU buffers. It is a part of many modern GPU usage paradigms and exists in all contemporary rendering APIs in some form. For example, we can do indirect rendering with Vulkan using the vkCmdDraw*Indirect*() family of functions. Instead of dealing with low-level Vulkan here, let’s get more technical and learn how to combine indirect rendering in Vulkan with the mesh data format we introduced in the Organizing mesh data storage recipe.

Getting ready

In the earlier recipes, we covered building a mesh preprocessing pipeline and converting 3D meshes from transmission formats such as .gltf2 into our run-time mesh data format. To wrap up this chapter, let’s demonstrate how to render this data. To delve into something new, let’s explore how to achieve this using the indirect rendering technique...

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