Learn to integrate modern rendering techniques into a single performant 3D rendering engine
Leverage Vulkan to render 3D content, use AZDO in OpenGL applications, and understand modern real-time rendering methods
Implement a physically based rendering pipeline from scratch in Vulkan and OpenGL
Description
OpenGL is a popular cross-language, cross-platform application programming interface (API) used for rendering 2D and 3D graphics, while Vulkan is a low-overhead, cross-platform 3D graphics API that targets high-performance applications. 3D Graphics Rendering Cookbook helps you learn about modern graphics rendering algorithms and techniques using C++ programming along with OpenGL and Vulkan APIs.
The book begins by setting up a development environment and takes you through the steps involved in building a 3D rendering engine with the help of basic, yet self-contained, recipes. Each recipe will enable you to incrementally add features to your codebase and show you how to integrate different 3D rendering techniques and algorithms into one large project. You'll also get to grips with core techniques such as physically based rendering, image-based rendering, and CPU/GPU geometry culling, to name a few. As you advance, you'll explore common techniques and solutions that will help you to work with large datasets for 2D and 3D rendering. Finally, you'll discover how to apply optimization techniques to build performant and feature-rich graphics applications.
By the end of this 3D rendering book, you'll have gained an improved understanding of best practices used in modern graphics APIs and be able to create fast and versatile 3D rendering frameworks.
Who is this book for?
This book is for 3D graphics developers who are familiar with the mathematical fundamentals of 3D rendering and want to gain expertise in writing fast rendering engines with advanced techniques using C++ libraries and APIs. A solid understanding of C++ and basic linear algebra, as well as experience in creating custom 3D applications without using premade rendering engines is required.
What you will learn
Improve the performance of legacy OpenGL applications
Manage a substantial amount of content in real-time 3D rendering engines
Discover how to debug and profile graphics applications
Understand how to use the Approaching Zero Driver Overhead (AZDO) philosophy in OpenGL
Integrate various rendering techniques into a single application
Find out how to develop Vulkan applications
Implement a physically based rendering pipeline from scratch
Integrate a physics library with your rendering engine
I do agree with previous reviews that when explaining code do not hide code with macros. Probably the intention is good but not pedagogical. I hope authors or packt pub update this content.
Subscriber review
KevinJun 22, 2025
1
Good information about Vulkan but the use of macros and helper functions is pointless. Why hide code when you are explaining code in your book.
Subscriber review
About the authors
Sergey Kosarevsky
Sergey Kosarevsky
Sergey Kosarevsky is a former rendering lead at Ubisoft RedLynx. He currently leads Vulkan development at Meta. He worked in the mobile industry at SPB Software, Yandex, Layar and Blippar, TWNKLS, and DAQRI, where he designed and implemented real-time rendering technology. He has more than 20 years of software development experience and more than 12 years of mobile and embedded 3D graphics experience. In his Ph.D. thesis, Sergey employed computer vision to solve mechanical engineering problems. He is also a co-author of several books on 3D graphics and mobile software development in C++, including “3D Graphics Rendering Cookbook”.
Viktor Latypov is a software engineer specializing in embedded C/C++, 3D graphics, and computer vision. With more than 15 years of software development experience and a Ph.D. in applied mathematics, he has implemented a number of real-time renderers for medical and automotive applications over the last 10 years. Together with Sergey, he has co-authored two books on mobile software development in C++.
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