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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

Improving shadow memory with Vulkan’s sparse resources

As we mentioned at the end of the last section, we currently allocate the full memory for each cubemap for all the lights. Depending on the screen size of the light, we might be wasting memory as distant and small lights won’t be able to take advantage of the high resolution of the shadow map.

For this reason, we have implemented a technique that allows us to dynamically determine the resolution of each cubemap based on the camera position. With this information, we can then manage a sparse texture and re-assign its memory at runtime depending on the requirements for a given frame.

Sparse textures (sometimes also referred to as virtual textures) can be implemented manually, but luckily, they are supported natively in Vulkan. We are now going to describe how to use the Vulkan API to implement them.

Creating and allocating sparse textures

Regular resources in Vulkan must be bound to a single memory allocation...

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