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3D Graphics Rendering Cookbook

You're reading from   3D Graphics Rendering Cookbook A comprehensive guide to exploring rendering algorithms in modern OpenGL and Vulkan

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Product type Paperback
Published in Aug 2021
Publisher Packt
ISBN-13 9781838986193
Length 670 pages
Edition 1st Edition
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Authors (2):
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Viktor Latypov Viktor Latypov
Author Profile Icon Viktor Latypov
Viktor Latypov
Sergey Kosarevsky Sergey Kosarevsky
Author Profile Icon Sergey Kosarevsky
Sergey Kosarevsky
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Toc

Table of Contents (12) Chapters Close

Preface 1. Chapter 1: Establishing a Build Environment 2. Chapter 2: Using Essential Libraries FREE CHAPTER 3. Chapter 3: Getting Started with OpenGL and Vulkan 4. Chapter 4: Adding User Interaction and Productivity Tools 5. Chapter 5: Working with Geometry Data 6. Chapter 6: Physically Based Rendering Using the glTF2 Shading Model 7. Chapter 7: Graphics Rendering Pipeline 8. Chapter 8: Image-Based Techniques 9. Chapter 9: Working with Scene Graphs 10. Chapter 10: Advanced Rendering Techniques and Optimizations 11. Other Books You May Enjoy

Using data-oriented design for a scene graph

To represent complex nested visual objects such as robotic arms, planetary systems, or deeply branched animated trees, you can split the object into parts and keep track of the hierarchical relationships between them. A directed graph of parent-child relationships between different objects in a scene is called a scene graph. We are deliberately avoiding using the words "acyclic graph" here because, for convenience, you may decide to use circular references between nodes in a controlled way. Most 3D graphics tutorials aimed at hobbyists lead directly down the simple but non-optimal path we identified in the previous recipe, How not to do a scene graph. Let's go a bit deeper into the rabbit hole and learn how to apply data-oriented design to implement a faster scene graph.

In this recipe, we will learn how to get started with a decently performant scene graph design. Our focus will be on scene graphs with fixed hierarchies...

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