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 TAA rendering technique.

We gave an overview of the algorithm by trying to highlight the different shader steps involved. We then moved on to create the simplest possible TAA shader: an exercise to give us a deeper understanding of the technique itself.

Following that, we started enhancing the various steps using filters and information taken from the current scene. We encourage you to add custom filters and tweak parameters and different scenes to understand and develop the technique further.

An idea to experiment with could also be to apply the history constraint to the temporal reprojection phase of the Volumetric Fog, as suggested by my friend Marco Vallario a few months ago.

In the next chapter, we will add support for ray tracing to the Raptor Engine, a recent technological advancement that unlocks high-quality illumination techniques, which we will cover in the following chapters.