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

Temporal Anti-Aliasing

In this chapter, we will expand on a concept touched on in the previous one when we talked about temporal reprojection. One of the most common ways to improve image quality is to sample more data (super-sampling) and filter it down to the needed sampling frequency.

The primary technique used in rendering is Multi-Sample Anti-Aliasing, or MSAA. Another technique used for super-sampling is temporal super-sampling or using the samples from two or more frames to reconstruct a higher-quality image.

In the Volumetric Fog technique, a similar approach is used to remove banding given by the low resolution of the Volume Texture in a very effective way. We will see how we can achieve better image quality using Temporal Anti-Aliasing (TAA).

This technique has become widely used in recent years after more and more games started using Deferred Rendering at their core and because of the difficulty in applying MSAA on it. There were various attempts to make MSAA and...