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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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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

Overview

In this section, we will see the algorithm overview of the TAA rendering technique.

TAA is based on the collection of samples over time by applying small offsets to the camera projection matrix and applying some filters to generate the final image, like so:

Figure 11.3 – Frustum jitter

Figure 11.3 – Frustum jitter

There are various numerical sequences that can be used to offset the camera, as we will see in the implementation section. Moving the camera is called jittering, and by jittering the camera, we gather additional data that we can use to enhance the image.

The following is an overview of the TAA shader:

Figure 11.4 – TAA algorithm overview

Figure 11.4 – TAA algorithm overview

Based on Figure 11.4, we’ve separated the algorithm into steps (blue rectangles) and texture reads (yellow ellipses:.

  1. We calculate the coordinates to read the velocity from, represented by the Velocity Coordinates block.

This is normally done by reading a neighborhood...

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