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

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...