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You're reading from  Mastering Graphics Programming with Vulkan

Product typeBook
Published inFeb 2023
PublisherPackt
ISBN-139781803244792
Edition1st Edition
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Authors (2):
Marco Castorina
Marco Castorina
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Marco Castorina

Marco Castorina first got familiar with Vulkan while working as a driver developer at Samsung. Later he developed a 2D and 3D renderer in Vulkan from scratch for a leading media-server company. He recently joined the games graphics performance team at AMD. In his spare time, he keeps up to date with the latest techniques in real-time graphics.
Read more about Marco Castorina

Gabriel Sassone
Gabriel Sassone
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Gabriel Sassone

Gabriel Sassone is a rendering enthusiast currently working as a Principal Rendering Engineer at Multiplayer Group. Previously working for Avalanche Studios, where his first contact with Vulkan happened, where they developed the Vulkan layer for the proprietary Apex Engine and its Google Stadia Port. He previously worked at ReadyAtDawn, Codemasters, FrameStudios, and some non-gaming tech companies. His spare time is filled with music and rendering, gaming, and outdoor activities.
Read more about Gabriel Sassone

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Summary

In this chapter, we have introduced the concept of meshlets, a construct that helps us break down large meshes into more manageable chunks and that can be used to perform occlusion computations on the GPU. We have demonstrated how to use the library of our choice (MeshOptimizer) to generate meshlets, and we also illustrated the extra data structures (cones and bounding spheres) that are useful for occlusion operations.

We introduced mesh and task shaders. Conceptually similar to compute shaders, they allow us to quickly process meshlets on the GPU. We demonstrated how to use task shaders to perform back-face and frustum culling, and how mesh shaders replace vertex shaders by processing and generating multiple primitives in parallel.

Finally, we went through the implementation of occlusion culling. We first listed the steps that compose this technique. Next, we demonstrated how to compute a depth pyramid from our existing depth buffer. Lastly, we analyzed the occlusion...

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Mastering Graphics Programming with Vulkan
Published in: Feb 2023Publisher: PacktISBN-13: 9781803244792

Authors (2)

author image
Marco Castorina

Marco Castorina first got familiar with Vulkan while working as a driver developer at Samsung. Later he developed a 2D and 3D renderer in Vulkan from scratch for a leading media-server company. He recently joined the games graphics performance team at AMD. In his spare time, he keeps up to date with the latest techniques in real-time graphics.
Read more about Marco Castorina

author image
Gabriel Sassone

Gabriel Sassone is a rendering enthusiast currently working as a Principal Rendering Engineer at Multiplayer Group. Previously working for Avalanche Studios, where his first contact with Vulkan happened, where they developed the Vulkan layer for the proprietary Apex Engine and its Google Stadia Port. He previously worked at ReadyAtDawn, Codemasters, FrameStudios, and some non-gaming tech companies. His spare time is filled with music and rendering, gaming, and outdoor activities.
Read more about Gabriel Sassone