Chapter 10: Advanced Rendering Techniques and Optimizations

In this chapter, we will touch on a few more advanced topics, as well as show you how to integrate multiple effects and techniques into a single graphical application.

This chapter will cover the following recipes:

  • Doing frustum culling on the CPU
  • Doing frustum culling on the GPU with compute shaders
  • Implementing order-independent transparency
  • Loading texture assets asynchronously
  • Implementing projective shadows for directional lights
  • Using GPU atomic counters in Vulkan
  • Putting it all together into an OpenGL demo

Technical requirements

To run the recipes in this chapter, you need to use a computer with a video card that supports OpenGL 4.6 with ARB_bindless_texture and Vulkan 1.2. ...

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