Book Image

Mastering Graphics Programming with Vulkan

By : Marco Castorina, Gabriel Sassone
5 (2)
Book Image

Mastering Graphics Programming with Vulkan

5 (2)
By: Marco Castorina, Gabriel Sassone

Overview of this book

Vulkan is now an established and flexible multi-platform graphics API. It has been adopted in many industries, including game development, medical imaging, movie productions, and media playback but learning it can be a daunting challenge due to its low-level, complex nature. Mastering Graphics Programming with Vulkan is designed to help you overcome this difficulty, providing a practical approach to learning one of the most advanced graphics APIs. In Mastering Graphics Programming with Vulkan, you’ll focus on building a high-performance rendering engine from the ground up. You’ll explore Vulkan’s advanced features, such as pipeline layouts, resource barriers, and GPU-driven rendering, to automate tedious tasks and create efficient workflows. Additionally, you'll delve into cutting-edge techniques like mesh shaders and real-time ray tracing, elevating your graphics programming to the next level. By the end of this book, you’ll have a thorough understanding of modern rendering engines to confidently handle large-scale projects. Whether you're developing games, simulations, or visual effects, this guide will equip you with the skills and knowledge to harness Vulkan’s full potential.
Table of Contents (21 chapters)
1
Part 1: Foundations of a Modern Rendering Engine
7
Part 2: GPU-Driven Rendering
13
Part 3: Advanced Rendering Techniques

Summary

In this chapter, we introduced the Volumetric Fog rendering technique. We provided a brief mathematical background and algorithmic overview before showing the code. We also showed the different techniques available to improve banding – a vast topic that requires a careful balance of noise and temporal reprojection.

The algorithm presented is also an almost complete implementation that can be found behind many commercial games. We also talked about filtering, especially the temporal filter, which is linked to the next chapter, where we will talk about an anti-aliasing technique that uses temporal reprojection.

In the next chapter, we will see how the synergy between Temporal Anti-Aliasing and noises used to jitter the sampling in Volumetric Fog will ease out the visual bandings. We will also show a feasible way to generate custom textures with a single-use compute shader used to generate a volumetric noise.

This technique is also used for other volumetric algorithms...