Book Image

Mastering Graphics Programming with Vulkan

By : Marco Castorina, Gabriel Sassone
5 (1)
Book Image

Mastering Graphics Programming with Vulkan

5 (1)
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. Learning Vulkan is a foundational step to understanding how a modern graphics API works, both on desktop and mobile. In Mastering Graphics Programming with Vulkan, you’ll begin by developing the foundations of a rendering framework. You’ll learn how to leverage advanced Vulkan features to write a modern rendering engine. The chapters will cover how to automate resource binding and dependencies. You’ll then take advantage of GPU-driven rendering to scale the size of your scenes and finally, you’ll get familiar with ray tracing techniques that will improve the visual quality of your rendered image. By the end of this book, you’ll have a thorough understanding of the inner workings of a modern rendering engine and the graphics techniques employed to achieve state-of-the-art results. The framework developed in this book will be the starting point for all your future experiments.
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

Further reading

There are many different papers that are referenced in this chapter, but the most important is the Real-Time Volumetric Rendering paper for general GPU-based volumetric rendering: https://patapom.com/topics/Revision2013/Revision%202013%20-%20Real-time%20Volumetric%20Rendering%20Course%20Notes.pdf.

The algorithm is still a derivation of the seminal paper from Bart Wronski: https://bartwronski.files.wordpress.com/2014/08/bwronski_volumetric_fog_siggraph2014.pdf.

With some evolutions and mathematical improvements in the following link: https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite.

For the depth distribution, we referenced the formula used in iD Tech 6: https://advances.realtimerendering.com/s2016/Siggraph2016_idTech6.pdf.

For banding and noise, the most comprehensive papers come from Playdead:

For information on animated...