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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

Improving TAA

There are five areas to improve TAA: reprojection, history sampling, scene sampling, history constraint, and resolve.

Each one has different parameters to be tweaked that can suit the rendering needs of a project – TAA is not exact or perfect, thus some extra care from a visual perspective needs to be taken into account.

Let’s see the different areas in detail so that the accompanying code will be clearer.

Reprojection

The first thing to do is to improve reprojection and thus calculate the coordinates to read the velocity to drive the History sampling section.

To calculate the history texture pixel coordinates, the most common solution is to get the closest pixel in a 3x3 square around the current pixel, as an idea by Brian Karis. We will read the depth texture and use the depth value as a way to determine the closest pixel, and cache the x and y position of that pixel:

void find_closest_fragment_3x3(ivec2 pixel, out ivec2
  ...
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