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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

Implementing programmable vertex pulling

The concept of programmable vertex pulling (PVP) was proposed in an article called Introducing the Programmable Vertex Pulling Rendering Pipeline by Daniel Rákos, published in the amazing book OpenGL Insights in 2012. The article delves into the GPU architecture of that era and explains why this data storage approach was advantageous. Initially, vertex pulling involved storing vertex data in one-dimensional buffer textures.

Instead of setting up traditional vertex input bindings, data was accessed using texelFetch() and the GLSL samplerBuffer in the vertex shader. The built-in OpenGL GLSL variable gl_VertexID was used as an index to calculate texture coordinates for texel fetching. This technique emerged as a solution to CPU bottlenecks caused by numerous draw calls. By combining multiple meshes into a single buffer and rendering them with a single draw call, developers could avoid rebinding vertex arrays or buffer objects, significantly...

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