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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
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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 the KHR_materials_emissive_strength extension

The metallic-roughness core model supports light emission, but before the introduction of the KHR_materials_emissive_strength extension, it was difficult to control the intensity of a material’s light emission. This made it challenging to create realistic glowing objects or materials that function as light sources in a scene.

The KHR_materials_emissive_strength extension overcomes this limitation by introducing a new property called emissiveStrength. This property allows for precise control over the intensity of a material’s emitted light. With values ranging from 0.0 for no emission to higher values for increased intensity, artists and designers gain more control over the lighting in their scenes.

Getting ready

The source code for this recipe can be found in Chapter07/07_EmissiveStrength/.

How to do it…

This extension is one of the simplest to implement. All it requires is loading an intensity value and...

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