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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

Extend analytical lights support with KHR_lights_punctual

This is the final recipe in this chapter, and we will add support for analytical light sources to our glTF viewer. In the next chapter, we will cover the KHR_lights_punctual extension, which will allow us to load lighting information directly from glTF assets. In this recipe, we will only be dealing with shader changes.

In the context of glTF PBR, the terms “analytical” and “punctual” lights are often used interchangeably to describe the same type of light source:

  • Analytical light: This refers to light sources defined by mathematical equations, enabling precise calculations of its effect on lighting.
  • Punctual light: This describes light sources that are infinitely small points that emit light in specific directions and intensities.

We will explore these concepts in more detail in the next chapter. In this recipe, fFor simplicity, we’ll use both terms interchangeably.

Image-Based Lighting vs...

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