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

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...