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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

Getting Started with Ray Tracing

In this chapter, we are introducing ray tracing into our rendering pipeline. Thanks to the addition of hardware support for ray tracing in modern GPUs, it’s now possible to integrate ray tracing techniques into real-time rendering.

Ray tracing requires a different setup compared to the traditional rendering pipeline, which is why we are dedicating a whole chapter to setting up a ray tracing pipeline. We are going to cover in detail how to set up a shader binding table to tell the API which shaders to invoke when an intersection test for a given ray succeeds or fails.

Next, we are going to explain how to create the Bottom Level Acceleration Structure (BLAS) and Top Level Acceleration Structure (TLAS). These Acceleration Structures (AS) are needed to speed up scene ray traversal and ensure that ray tracing can be performed at an interactive rate.

In this chapter, we’ll cover the following main topics:

  • Introduction to ray...
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