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

Summary

In this chapter, we introduced the DDGI technique. We started by talking about global illumination, the lighting phenomena that is implemented by DDGI. Then, we provided an overview of the algorithm, explaining each step in more detail.

Finally, we wrote and commented on all the shaders in the implementation. DDGI already enhances the lighting of the rendered frame, but it can be improved and optimized.

One of the aspects of DDGI that makes it useful is its configurability: you can change the resolution of irradiance and visibility textures and change the number of rays, number of probes, and spacing of probes to support lower-end ray tracing-enabled GPUs.

In the next chapter we are going to add another element that will help us increase the accuracy of our lighting solution: reflections!