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

Improving TAA

There are five areas to improve TAA: reprojection, history sampling, scene sampling, history constraint, and resolve.

Each one has different parameters to be tweaked that can suit the rendering needs of a project – TAA is not exact or perfect, thus some extra care from a visual perspective needs to be taken into account.

Let’s see the different areas in detail so that the accompanying code will be clearer.

Reprojection

The first thing to do is to improve reprojection and thus calculate the coordinates to read the velocity to drive the History sampling section.

To calculate the history texture pixel coordinates, the most common solution is to get the closest pixel in a 3x3 square around the current pixel, as an idea by Brian Karis. We will read the depth texture and use the depth value as a way to determine the closest pixel, and cache the x and y position of that pixel:

void find_closest_fragment_3x3(ivec2 pixel, out ivec2
  ...