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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 instanced meshes with compute shaders

In the previous recipe, we learned the fundamentals of instanced rendering. While that approach covers various aspects of rendering geometry instances, such as handling model matrices and materials, it’s not yet a practical implementation. Let’s build on that example and show how to render instanced meshes loaded from a .gltf file.

To make this recipe more interesting, we’ll enhance the example by precalculating per-instance model matrices using a compute shader.

Getting ready

Make sure you read the previous recipe, Rendering instanced geometry. The source code for this recipe can be found in Chapter05/04_InstancedMeshes.

How to do it…

Let’s skim the C++ code to understand the big picture

  1. First, we generate random positions and initial rotation angles for our meshes. We use 32,000 meshes because our GPU cannot handle 1 million meshes with this naïve brute-force...
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