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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

Implementing ray-traced reflections

In this section, we are going to leverage the hardware ray tracing capabilities to implement reflections. Before diving into the code, here’s an overview of the algorithm:

  1. We start with the G-buffer data. We check whether the roughness for a given fragment is below a certain threshold. If it is, we move to the next step. Otherwise, we don’t process this fragment any further.
  2. To make this technique viable in real time, we cast only one reflection ray per fragment. We will demonstrate two ways to pick the reflection’s ray direction: one that simulates a mirror-like surface and another that samples the GGX distribution for a given fragment.
  3. If the reflection ray hits some geometry, we need to compute its surface color. We shoot another ray toward a light that has been selected through importance sampling. If the selected light is visible, we compute the color for the surface using our standard lighting model.
  4. ...
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