3D Graphics Rendering Cookbook, published by Packt.
C++
1,121
122 commits
updated May 29, 2026
A comprehensive guide to exploring rendering algorithms in modern OpenGL and Vulkan
by Sergey Kosarevsky & Viktor Latypov
This is the code repository for 3D Graphics Rendering Cookbook, published by Packt in 2021.
$\color{red}{\textsf{Check out the 2nd edition:}}$ Vulkan 3D Graphics Rendering Cookbook, 2025.
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.
This book covers the following exciting features:
If you feel this book is for you, get your copy today!
| Chapter | Software required | OS required |
|---|---|---|
| 1-10 | Microsoft Visual Studio 2019 | Windows |
| 1-10 | GCC 8 | Linux |
| 1-10 | Python 3.x | Windows, Linux |
| 1-10 | Vulkan SDK | Windows, Linux |
The code runs on graphics cards as old as GeForce 740M. However, GeForce GTX 1060 or newer is strongly recommended.
All of the code is organized into folders. For example, Chapter01.
The code will look like the following:
macro(SETUP_GROUPS src_files)
foreach(FILE ${src_files})
get_filename_component(PARENT_DIR "${FILE}" PATH)
Following is what you need for this book: 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.
With the following software and hardware list you can run all code files present in the book (Chapter 1-10).
Run the bootstrap.py script from the root folder of this repository. Make sure you have ~15Gb of free space before you download the assets and build the source code.
Models downloaded from Morgan McGuire's Computer Graphics Archive
mkdir build
cd build
cmake .. -G "Visual Studio 16 2019" -A x64
start RenderingCookbook.sln
mkdir build
cd build
cmake ..
cd ..
Run compiled demos from the root folder of this repository
Demo applications from this book require .obj/.gltf2 assets to be converted to our run-time loadable formats.
Make sure you run Chapter5/MeshConvert before running anything else from chapters 5-10,
and Chapter7/SceneConverter before running demos from chapters 7-10.
01_GLFW

02_GLM

03_STB

04_ImGui

05_EasyProfiler
06_Optick

07_Assimp

08_ETC2Comp
09_Taskflow
10_MeshOptimizer

GL01_APIWrapping
GL02_VtxPulling

GL03_CubeMap

VK01_GLSLang
VK02_DemoApp

GL01_Camera

GL02_FPS
VK01_DemoApp

GL01_Grid

GL02_Tessellation

GL03_MeshRenderer

MeshConvert
VK01_MultiMeshDraw

GL01_PBR

Util01_FilterEnvmap

VK01_BRDF_LUT

VK02_DescriptorIndexing

VK03_ComputeTexture

VK04_ComputeMesh

VK05_PBR

GL01_LargeScene

SceneConverter
VK01_SceneGraph

VK02_LargeScene

GL01_ShadowMapping

GL02_SSAO

GL03_HDR

GL04_HDR_Adaptation

VK01_ShadowMapping

VK02_SSAO

VK03_HDR

VK01_Physics

GL01_CullingCPU

GL02_CullingGPU

GL03_OITransparency

GL04_LazyLoading

GL05_Final

VK01_AtomicsTest

VK02_Final

We also provide a PDF file that has color images of the screenshots/diagrams used in this book. Click here to download it.
Sergey Kosarevsky Sergey Kosarevsky is a rendering lead at Ubisoft RedLynx. 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 18 years of software development experience and more than 10 years of mobile and embedded 3D graphics experience. In his Ph.D. thesis, Sergey employed computer vision to solve mechanical engineering problems. He has co-authored several books on mobile software development in C++.
Viktor Latypov 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++
Android NDK Game Development Cookbook
If you have already purchased a print or Kindle version of this book, you can get a DRM-free PDF version at no cost.
Simply click on the link to claim your free PDF.
35 followers · starred Jul 2021
11 followers · starred Oct 2024
3D Graphics Rendering Cookbook, published by Packt.
C++
1,121
122 commits
updated May 29, 2026
A comprehensive guide to exploring rendering algorithms in modern OpenGL and Vulkan
by Sergey Kosarevsky & Viktor Latypov
This is the code repository for 3D Graphics Rendering Cookbook, published by Packt in 2021.
$\color{red}{\textsf{Check out the 2nd edition:}}$ Vulkan 3D Graphics Rendering Cookbook, 2025.
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.
This book covers the following exciting features:
If you feel this book is for you, get your copy today!
| Chapter | Software required | OS required |
|---|---|---|
| 1-10 | Microsoft Visual Studio 2019 | Windows |
| 1-10 | GCC 8 | Linux |
| 1-10 | Python 3.x | Windows, Linux |
| 1-10 | Vulkan SDK | Windows, Linux |
The code runs on graphics cards as old as GeForce 740M. However, GeForce GTX 1060 or newer is strongly recommended.
All of the code is organized into folders. For example, Chapter01.
The code will look like the following:
macro(SETUP_GROUPS src_files)
foreach(FILE ${src_files})
get_filename_component(PARENT_DIR "${FILE}" PATH)
Following is what you need for this book: 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.
With the following software and hardware list you can run all code files present in the book (Chapter 1-10).
Run the bootstrap.py script from the root folder of this repository. Make sure you have ~15Gb of free space before you download the assets and build the source code.
Models downloaded from Morgan McGuire's Computer Graphics Archive
mkdir build
cd build
cmake .. -G "Visual Studio 16 2019" -A x64
start RenderingCookbook.sln
mkdir build
cd build
cmake ..
cd ..
Run compiled demos from the root folder of this repository
Demo applications from this book require .obj/.gltf2 assets to be converted to our run-time loadable formats.
Make sure you run Chapter5/MeshConvert before running anything else from chapters 5-10,
and Chapter7/SceneConverter before running demos from chapters 7-10.
01_GLFW

02_GLM

03_STB

04_ImGui

05_EasyProfiler
06_Optick

07_Assimp

08_ETC2Comp
09_Taskflow
10_MeshOptimizer

GL01_APIWrapping
GL02_VtxPulling

GL03_CubeMap

VK01_GLSLang
VK02_DemoApp

GL01_Camera

GL02_FPS
VK01_DemoApp

GL01_Grid

GL02_Tessellation

GL03_MeshRenderer

MeshConvert
VK01_MultiMeshDraw

GL01_PBR

Util01_FilterEnvmap

VK01_BRDF_LUT

VK02_DescriptorIndexing

VK03_ComputeTexture

VK04_ComputeMesh

VK05_PBR

GL01_LargeScene

SceneConverter
VK01_SceneGraph

VK02_LargeScene

GL01_ShadowMapping

GL02_SSAO

GL03_HDR

GL04_HDR_Adaptation

VK01_ShadowMapping

VK02_SSAO

VK03_HDR

VK01_Physics

GL01_CullingCPU

GL02_CullingGPU

GL03_OITransparency

GL04_LazyLoading

GL05_Final

VK01_AtomicsTest

VK02_Final

We also provide a PDF file that has color images of the screenshots/diagrams used in this book. Click here to download it.
Sergey Kosarevsky Sergey Kosarevsky is a rendering lead at Ubisoft RedLynx. 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 18 years of software development experience and more than 10 years of mobile and embedded 3D graphics experience. In his Ph.D. thesis, Sergey employed computer vision to solve mechanical engineering problems. He has co-authored several books on mobile software development in C++.
Viktor Latypov 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++
Android NDK Game Development Cookbook
If you have already purchased a print or Kindle version of this book, you can get a DRM-free PDF version at no cost.
Simply click on the link to claim your free PDF.
35 followers · starred Jul 2021
11 followers · starred Oct 2024