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

Summary

In this chapter, we introduced the TAA rendering technique.

We gave an overview of the algorithm by trying to highlight the different shader steps involved. We then moved on to create the simplest possible TAA shader: an exercise to give us a deeper understanding of the technique itself.

Following that, we started enhancing the various steps using filters and information taken from the current scene. We encourage you to add custom filters and tweak parameters and different scenes to understand and develop the technique further.

An idea to experiment with could also be to apply the history constraint to the temporal reprojection phase of the Volumetric Fog, as suggested by my friend Marco Vallario a few months ago.

In the next chapter, we will add support for ray tracing to the Raptor Engine, a recent technological advancement that unlocks high-quality illumination techniques, which we will cover in the following chapters.