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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

Revisiting Shadows with Ray Tracing

In this chapter, we are going to implement shadows using ray tracing. In Chapter 8, Adding Shadows Using Mesh Shaders, we used traditional shadow mapping techniques to get the visibility from each light and use that information to compute the shadow term for the final image. Using ray tracing for shadows allows us to get more detailed results and to have finer-grained control over the quality of results based on the distance and intensity of each light.

We are going to implement two techniques: the first one is similar to the one used in offline rendering, where we shoot rays to each light to determine visibility. While this approach gives us the best results, it can be quite expensive depending on the number of lights in the scene.

The second technique is based on a recent article from Ray Tracing Gems. We use some heuristics to determine how many rays we need to cast per light, and we combine the results with spatial and temporal filters...

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