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

Temporal Anti-Aliasing

In this chapter, we will expand on a concept touched on in the previous one when we talked about temporal reprojection. One of the most common ways to improve image quality is to sample more data (super-sampling) and filter it down to the needed sampling frequency.

The primary technique used in rendering is Multi-Sample Anti-Aliasing, or MSAA. Another technique used for super-sampling is temporal super-sampling or using the samples from two or more frames to reconstruct a higher-quality image.

In the Volumetric Fog technique, a similar approach is used to remove banding given by the low resolution of the Volume Texture in a very effective way. We will see how we can achieve better image quality using Temporal Anti-Aliasing (TAA).

This technique has become widely used in recent years after more and more games started using Deferred Rendering at their core and because of the difficulty in applying MSAA on it. There were various attempts to make MSAA and...