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Mastering Graphics Programming with Vulkan

You're reading from  Mastering Graphics Programming with Vulkan

Product type Book
Published in Feb 2023
Publisher Packt
ISBN-13 9781803244792
Pages 382 pages
Edition 1st Edition
Languages
Authors (2):
Marco Castorina Marco Castorina
Profile icon Marco Castorina
Gabriel Sassone Gabriel Sassone
Profile icon Gabriel Sassone
View More author details
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 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

Adding Shadows Using Mesh Shaders

In the previous chapter, we added support for multiple lights using clustered deferred techniques with the latest innovations.

We added a hard limit of 256 maximum lights, with the possibility for each one to be dynamic and unique in its properties.

In this chapter, we will add the possibility for each of these lights to cast shadows to further enhance the visuals of any asset displayed in Raptor Engine, and we will exploit the possibilities given by mesh shaders of having many of these lights cast shadows and still be in a reasonable frame time.

We will also have a look at using sparse resources to improve shadow map memory usage, moving the possibility of having many shadow-casting lights from something almost impossible to something possible and performant with current hardware.

In this chapter, we’re going to cover the following main topics:

  • A brief history of shadow techniques
  • Implementing shadow mapping using mesh...
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