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

The simplest TAA implementation

The best way to understand this technique is to build a basic implementation missing some important steps and to have a blurry or jittery rendering as it is easy to do.

The basic ingredients for this technique are simple if done correctly, but each must be done in a precise way. We will first add jittering to the camera so that we can render slightly different points of view of the scene and gather additional data.

We will then add motion vectors so that we can read the previous frame color information in the right place. Finally, we will reproject, or simply put, read the history frame color data and combine it with current frame data.

Let us see the different steps.

Jittering the camera

The objective of this step is to translate the projection camera by a small amount in both the x and y axes.

We have added some utility code in the GameCamera class:

void GameCamera::apply_jittering( f32 x, f32 y ) {
    // Reset...