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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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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 ray tracing in Vulkan

Ray tracing support in hardware was first introduced in 2018 with the NVidia RTX series. Originally, ray tracing support in Vulkan was only available through an NVidia extension, but later, the functionality was ratified through a Khronos extension to allow multiple vendors to support the ray tracing API in Vulkan. We are dedicating a full chapter just to the setup of a ray tracing pipeline, as it requires new constructs that are specific to ray tracing.

The first departure from the traditional rendering pipeline is the need to organize our scene into Acceleration Structures. These structures are needed to speed up scene traversal, as they allow us to skip entire meshes that the ray has no chance to intersect with.

These Acceleration Structures are usually implemented as a Bounded Volume Hierarchy (BVH). A BVH subdivides the scene and individual meshes into bounding boxes and then organizes them into a tree. Leaf nodes of this tree are the...

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