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Mastering Graphics Programming with Vulkan

You're reading from   Mastering Graphics Programming with Vulkan Develop a modern rendering engine from first principles to state-of-the-art techniques

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Product type Paperback
Published in Feb 2023
Publisher Packt
ISBN-13 9781803244792
Length 382 pages
Edition 1st Edition
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Authors (2):
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Gabriel Sassone Gabriel Sassone
Author Profile Icon Gabriel Sassone
Gabriel Sassone
Marco Castorina Marco Castorina
Author Profile Icon Marco Castorina
Marco Castorina
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Toc

Table of Contents (21) Chapters Close

Preface 1. Part 1: Foundations of a Modern Rendering Engine
2. Chapter 1: Introducing the Raptor Engine and Hydra FREE CHAPTER 3. Chapter 2: Improving Resources Management 4. Chapter 3: Unlocking Multi-Threading 5. Chapter 4: Implementing a Frame Graph 6. Chapter 5: Unlocking Async Compute 7. Part 2: GPU-Driven Rendering
8. Chapter 6: GPU-Driven Rendering 9. Chapter 7: Rendering Many Lights with Clustered Deferred Rendering 10. Chapter 8: Adding Shadows Using Mesh Shaders 11. Chapter 9: Implementing Variable Rate Shading 12. Chapter 10: Adding Volumetric Fog 13. Part 3: Advanced Rendering Techniques
14. Chapter 11: Temporal Anti-Aliasing 15. Chapter 12: Getting Started with Ray Tracing 16. Chapter 13: Revisiting Shadows with Ray Tracing 17. Chapter 14: Adding Dynamic Diffuse Global Illumination with Ray Tracing 18. Chapter 15: Adding Reflections with Ray Tracing 19. Index 20. Other Books You May Enjoy

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...

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