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

Overview

In this section, we will see the algorithm overview of the TAA rendering technique.

TAA is based on the collection of samples over time by applying small offsets to the camera projection matrix and applying some filters to generate the final image, like so:

Figure 11.3 – Frustum jitter

Figure 11.3 – Frustum jitter

There are various numerical sequences that can be used to offset the camera, as we will see in the implementation section. Moving the camera is called jittering, and by jittering the camera, we gather additional data that we can use to enhance the image.

The following is an overview of the TAA shader:

Figure 11.4 – TAA algorithm overview

Figure 11.4 – TAA algorithm overview

Based on Figure 11.4, we’ve separated the algorithm into steps (blue rectangles) and texture reads (yellow ellipses:.

  1. We calculate the coordinates to read the velocity from, represented by the Velocity Coordinates block.

This is normally done by reading a neighborhood...