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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

Implementing shadow maps

As we’ve seen in previous chapters, we can render complex scenes with diverse materials, including physically based rendering (PBR) materials. While these techniques can create visually appealing images, the realism of our scenes was severely lacking. Adding shadows can significantly enhance the depth and authenticity of a scene, making it feel more grounded and believable. Shadow mapping, in particular, is a foundational technique for achieving realistic lighting and shading effects. In this recipe, we will go through the basics of projective shadow mapping techniques.

Getting ready

The demo application for this recipe, located in Chapter10/02_ShadowMapping, implements all the essential steps for setting up a projective shadow mapping rendering pipeline. It is recommended to briefly review the code before reading this recipe.

Be sure to review the recipe Implementing offscreen rendering in Vulkan to refresh your understanding of rendering...

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