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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 have provided the details on how to use ray tracing in Vulkan. We started by explaining two fundamental concepts:

  • Acceleration Structures: These are needed to speed up scene traversal. This is essential to achieve real-time results.
  • Shader binding tables: Ray tracing pipelines can invoke multiple shaders, and these tables are used to tell the API which shaders to use for which stage.

In the next section, we provided the implementation details to create TLASes and BLASes. We first record the list of geometries that compose our mesh. Next, we use this list to create a BLAS. Each BLAS can then be instanced multiple times within a TLAS, as each BLAS instance defines its own transform. With this data, we can then create our TLAS.

In the third and final section, we explained how to create a ray tracing pipeline. We started with the creation of individual shader types. Next, we demonstrated how to combine these individual shaders into a ray...

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