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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

Refactoring indirect rendering

In Chapter 8, we introduced the VKMesh helper class, which provided a straightforward way to encapsulate scene geometry, GPU buffers, and rendering pipelines. This class has been useful in simplifying rendering tasks throughout Chapters 8 to 10. However, its simplicity comes with a trade-off: it tightly couples scene data, rendering pipelines, and buffers.

This strong coupling poses challenges when attempting to render the same scene data with different pipelines or when selectively rendering parts of a scene. To address these limitations, let’s introduce a new class, VKMesh11, designed to resolve these issues and enable more flexible rendering setups. With VKMesh11, we will have the new foundation needed to implement more advanced and complex algorithms in this chapter.

Getting ready

As we build on top of the old VKMesh class, ensure you’ve reviewed all the recipes in Chapter 8 to understand how the old VKMesh class works...

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