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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
Last Updated in Jul 2025
Publisher Packt
ISBN-13 9781803248110
Length 722 pages
Edition 2nd Edition
Languages
Tools
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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 (15) 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. Unlock Your Book’s Exclusive Benefits 13. Other Books You May Enjoy
14. Index

Integrating tessellation into the graphics pipeline

Let’s switch gears and learn how to integrate hardware tessellation into our Vulkan graphics rendering pipeline. Hardware tessellation consists of two new shader stages in the graphics pipeline. The first stage is called the tessellation control shader (TCS), and the second is the tessellation evaluation shader (TES). The tessellation control shader works with a set of vertices, known as control points, which define a geometric surface referred to as a patch. This shader can modify the control points and determine the level of tessellation required. The tessellation evaluation shader then uses the barycentric coordinates of the tessellated triangles to interpolate per-vertex attributes like texture coordinates and colors. Let’s dive into the code to see how these stages can be used to dynamically triangulate a mesh based on the camera’s distance.

While tessellation shaders are a powerful tool for hardware...

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