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

Improving TAA

There are five areas to improve TAA: reprojection, history sampling, scene sampling, history constraint, and resolve.

Each one has different parameters to be tweaked that can suit the rendering needs of a project – TAA is not exact or perfect, thus some extra care from a visual perspective needs to be taken into account.

Let’s see the different areas in detail so that the accompanying code will be clearer.

Reprojection

The first thing to do is to improve reprojection and thus calculate the coordinates to read the velocity to drive the History sampling section.

To calculate the history texture pixel coordinates, the most common solution is to get the closest pixel in a 3x3 square around the current pixel, as an idea by Brian Karis. We will read the depth texture and use the depth value as a way to determine the closest pixel, and cache the x and y position of that pixel:

void find_closest_fragment_3x3(ivec2 pixel, out ivec2
  ...