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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 Dynamic Diffuse Global Illumination (DDGI)

In this section, we will explain the algorithm behind DDGI. DDGI is based on two main tools: light probes and irradiance volumes:

  • Light probes are points in space, represented as spheres, that encode light information
  • Irradiance volumes are defined as spaces that contain three-dimensional grids of light probes with fixed spacing between them

Sampling is easier when the layout is regular, even though we will see some improvements to placements later. Probes are encoded using octahedral mapping, a convenient way to map a square to a sphere. Links to the math behind octahedral mapping have been provided in the Further reading section.

The core idea behind DDGI is to dynamically update probes using ray tracing: for each probe, we will cast some rays and calculate the radiance at the triangle intersection. Radiance is calculated with the dynamic lights present in the engine, reacting in real time to any light...

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