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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 ray-traced shadows

In the previous section, we described a simple algorithm that can be used to compute the visibility term in our scene. As we mentioned, this doesn’t scale well for a large number of lights and can require a large number of samples for different types of light.

In this section, we are going to implement a different algorithm inspired by the article Ray Traced Shadows in the Ray Tracing Gems book. As will be common in this chapter and upcoming chapters, the main idea is to spread the computation cost over time.

This can still lead to noisy results, as we are still using a low number of samples. To achieve the quality we are looking for, we are going to make use of spatial and temporal filtering, similar to what we did in Chapter 11, Temporal Anti-Aliasing.

The technique is implemented over three passes, and we are also going to leverage motion vectors. We are now going to explain each pass in detail.

Motion vectors

As we saw in Chapter...

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