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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

A brief history of clustered lighting

In this section, we are going to explore the background of how clustered lighting came to be and how it has evolved over the years.

In real-time applications, until the early 2000s, the most common way to handle lighting was by using the so-called forward rendering, a technique that renders each object on the screen with all the information needed, including light information. The problem with this approach is that it would limit the number of lights that could be processed to a low number, such as 4 or 8, a number that in the early 2000s would be enough.

The concept of Deferred Rendering, and more specifically, shading the same pixel only once, was already pioneered by Michael Deering and colleagues in a seminal paper called The triangle processor and normal vector shader: a VLSI system for high performance graphics in 1988, even though the term deferred was still not used.

Another key concept, the G-buffer, or geometric buffer, was pioneered...

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