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. 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)
Part 1: Foundations of a Modern Rendering Engine
Part 2: GPU-Driven Rendering
Part 3: Advanced Rendering Techniques

Understanding frame graphs

So far, the rendering in the Raptor Engine has consisted of one pass only. While this approach has served us well for the topics we have covered, it won’t scale for some of the later chapters. More importantly, it wouldn’t be representative of how modern rendering engines organize their work. Some games and engines implement hundreds of passes, and having to manually manage them can become tedious and error-prone.

Thus, we decided this was a good time in the book to introduce a frame graph. In this section, we are going to present the structure of our graph and the main interfaces to manipulate it in the code.

Let’s start with the basic concepts of a graph.

Building a graph

Before we present our solution and implementation for the frame graph, we would like to provide some of the building blocks that we are going to use throughout the chapter. If you’re familiar with frame graphs, or graphs in general, feel free to...