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Mastering Graphics Programming with Vulkan

You're reading from  Mastering Graphics Programming with Vulkan

Product type Book
Published in Feb 2023
Publisher Packt
ISBN-13 9781803244792
Pages 382 pages
Edition 1st Edition
Languages
Authors (2):
Marco Castorina Marco Castorina
Profile icon Marco Castorina
Gabriel Sassone Gabriel Sassone
Profile icon Gabriel Sassone
View More author details

Table of Contents (21) Chapters

Preface 1. Part 1: Foundations of a Modern Rendering Engine
2. Chapter 1: Introducing the Raptor Engine and Hydra 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

Defining and creating a ray tracing pipeline

Now that we have defined our Acceleration Structures, we can turn our attention to ray tracing pipelines. As we mentioned previously, ray tracing shaders work differently compared to traditional graphics and compute shaders. Ray tracing shaders are setup to call other shaders according to the shader binding table setup.

If you are familiar with C++, you can think of this setup as a simple form of polymorphism: the interface of a ray tracing pipeline is always the same, but we can dynamically override which shaders (methods) get called at runtime. We don’t have to define all the entry points though.

In this example, for instance, we are going to define only a ray generation, the closest hit, and the miss shader. We are ignoring any-hit and intersection shaders for now.

As the name implies, the shader binding table can be represented in table form. This is the binding table we are going to build in our example:

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