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

Implementing DDGI

The first shaders we will read are the ray tracing shaders. These, as we saw in Chapter 12, Getting Started with Ray Tracing, come as a bundle that includes the ray-generation, ray-hit, and ray-miss shaders.

There are a set of different methods that convert from world space into grid indices and vice versa that will be used here; they are included with the code.

First, we want to define the ray payload – that is, the information that’s cached after the ray tracing query is performed:

struct RayPayload {
    vec3 radiance;
    float distance;
};

Ray-generation shader

The first shader is called ray-generation. It spawns rays from the probe’s position using random directions on a sphere using spherical Fibonacci sequences.

Like dithering for TAA and Volumetric Fog, using random directions and temporal accumulation (which happens in the Probe Update shader) allows us to have more information...