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The Modern Vulkan Cookbook

You're reading from   The Modern Vulkan Cookbook A practical guide to 3D graphics and advanced real-time rendering techniques in Vulkan

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Product type Paperback
Published in Apr 2024
Publisher Packt
ISBN-13 9781803239989
Length 334 pages
Edition 1st Edition
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Authors (2):
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Preetish Kakkar Preetish Kakkar
Author Profile Icon Preetish Kakkar
Preetish Kakkar
Mauricio Maurer Mauricio Maurer
Author Profile Icon Mauricio Maurer
Mauricio Maurer
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Toc

Table of Contents (12) Chapters Close

Preface 1. Chapter 1: Vulkan Core Concepts 2. Chapter 2: Working with Modern Vulkan FREE CHAPTER 3. Chapter 3: Implementing GPU-Driven Rendering 4. Chapter 4: Exploring Techniques for Lighting, Shading, and Shadows 5. Chapter 5: Deciphering Order-Independent Transparency 6. Chapter 6: Anti-Aliasing Techniques 7. Chapter 7: Ray Tracing and Hybrid Rendering 8. Chapter 8: Extended Reality with OpenXR 9. Chapter 9: Debugging and Performance Measurement Techniques 10. Index 11. Other Books You May Enjoy

Implementing a lighting pass for illuminating the scene

The last recipe in the book you how to implement a lighting pass; this is where we calculate the lighting for the scene. For each light in the scene, we draw a volume (for point lights, this would be a sphere; for directional lights, a full-screen quad; for spotlights, we would draw a cone) and for each pixel in that volume, we fetch the data from the G-buffer and calculate the lighting contribution of that light to the pixel. The results are then usually added together (blended) to a final render target to get the final image. In the demo, we only have one spotlight that is used as a demonstration, but we can easily add multiple lights. For each light in the scene, we will need to consider the area affected by the light (i.e., we use a shader that fetches the relevant data for each pixel from the G-buffer, which then uses this data to calculate how much this light source contributes to the final color of each pixel). For example...

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