Reader small image

You're reading from  Mastering Graphics Programming with Vulkan

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

Gabriel Sassone
Gabriel Sassone
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

View More author details
Right arrow

Summary

In this chapter, we have implemented a light clustering solution. We started by explaining forward and Deferred Rendering techniques and their main advantages and shortcomings. Next, we described two approaches to group lights to reduce the computation needed to shade a single fragment.

We then outlined our G-buffer implementation by listing the render targets that we use. We detailed our use of the VK_KHR_dynamic_rendering extension, which allows us to simplify the render pass and framebuffer use. We also highlighted the relevant code in the G-buffer shader to write to multiple render targets, and we provided the implementation for our normal encoding and decoding. In closing, we suggested some optimizations to further reduce the memory used by our G-buffer implementation.

In the last section, we described the algorithm we selected to implement light clustering. We started by sorting the lights by their depth value into depth bins. We then proceeded to store the lights...

lock icon
The rest of the page is locked
Previous PageNext Page
You have been reading a chapter from
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