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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

Introduction to indirect lighting

Going back to direct and indirect lighting, direct lighting just shows the first interaction between light and matter, but light continues to travel in space, bouncing at times.

From a rendering perspective, we use the G-buffer information to calculate the first light interaction with surfaces that are visible from our point of view, but we have little data on what is outside of our view.

The following diagram shows direct lighting:

Figure 14.2 – Direct lighting

Figure 14.2 – Direct lighting

Figure 14.2 describes the current lighting setup. There are light-emitting rays, and those rays interact with surfaces. Light bounces off these surfaces and is captured by the camera, becoming the pixel color. This is an extremely simplified vision of the phenomena, but it contains all the basics we need.

For indirect lighting, relying only on the camera’s point of view is insufficient as we need to calculate how other lights and geometries...

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