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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 (3):
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Sergey Kosarevsky Sergey Kosarevsky
Author Profile Icon Sergey Kosarevsky
Sergey Kosarevsky
Alexey Medvedev Alexey Medvedev
Author Profile Icon Alexey Medvedev
Alexey Medvedev
Viktor Latypov Viktor Latypov
Author Profile Icon Viktor Latypov
Viktor Latypov
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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

Rendering large scenes

In the previous recipes, we learned how to manipulate scene graphs and render a scene with some editing capabilities added to it. Now, let’s move on to rendering a more complex scene, Lumberyard Bistro, along with all its materials. All the scene storage and optimization techniques we’ve covered in this chapter will really come into play, especially given the large number of objects we need to handle in this 3D scene. Let’s dive deeper and take a closer look.

Getting ready

Make sure to revisit the previous recipe, Putting it all together into a scene editing application, to refresh how our scene rendering is done.

The source code for this recipe is located in Chapter08/03_LargeScene.

How to do it...

The rendering in this recipe is quite similar to the previous one, with a few key differences required to render the Bistro scene. The entire scene is made up of two separate mesh files: exterior.obj and interior.obj. We need...

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