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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

Summary

In this chapter, we extended our lighting system to support many point lights with an efficient implementation. We started with a brief history of shadow algorithms, and their benefits and shortcomings, up until some of the most recent techniques that take advantage of raytracing hardware.

Next, we covered our implementation of shadows for many point lights. We explained how cubemaps are generated for each light and the optimizations we implemented to make the algorithm scale to many lights. In particular, we highlighted the culling method we reused from the main geometry pass and the use of a single indirect draw call for each light.

In the last section, we introduced sparse textures, a technique that allows us to dynamically bind memory to a given resource. We highlighted the algorithm we used to determine the contribution of each point light to the scene and how we use that information to determine the resolution of each cubemap. Finally, we demonstrated how to use...

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