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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

Implementing Volumetric Fog Rendering

We now have all the knowledge necessary to read the code needed to get this algorithm fully working. From a CPU perspective, it is just a series of compute shaders dispatches, so it is straightforward.

The core of this technique is implemented throughout various shaders, and thus on the GPU, working for almost all steps on the frustum aligned Volumetric Texture we talked about in the previous section.

Figure 10.7 shows the different algorithm steps, and we will see each one individually in the following sections.

Data injection

In the first shader, we will write scattering and extinction, starting from the color and density of different fog phenomena.

We decided to add three different fog effects, as follows:

  • A constant fog
  • Height fog
  • Fog in a volume

For each fog, we need to calculate scattering and extinction and accumulate them.

The following code converts color and density to scattering and extinction...

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