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 Volumetric Fog rendering technique. We provided a brief mathematical background and algorithmic overview before showing the code. We also showed the different techniques available to improve banding – a vast topic that requires a careful balance of noise and temporal reprojection.

The algorithm presented is also an almost complete implementation that can be found behind many commercial games. We also talked about filtering, especially the temporal filter, which is linked to the next chapter, where we will talk about an anti-aliasing technique that uses temporal reprojection.

In the next chapter, we will see how the synergy between Temporal Anti-Aliasing and noises used to jitter the sampling in Volumetric Fog will ease out the visual bandings. We will also show a feasible way to generate custom textures with a single-use compute shader used to generate a volumetric noise.

This technique is also used for other volumetric algorithms...