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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
Tools
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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_volume extension

The KHR_materials_volume extension adds volumetric effects to the glTF 2.0 ecosystem, enabling the creation of materials with depth and internal structure. It’s crucial for accurately rendering materials such as smoke, fog, clouds, and translucent objects.

Volumetric effects are different from surface-based materials. While surface-based materials focus on how light interacts with a surface, volumetric materials describe how light moves through a medium. This includes simulating how light scatters and gets absorbed as it passes through the volume.

To create realistic volumetric effects, the KHR_materials_volume extension needs to work alongside other extensions that define light interactions with the material’s surface. The KHR_materials_transmission extension is key here, as it lets light rays pass through the surface and enter the volume. Once inside, the light’s interaction with the material is no longer affected...

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