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authorClément Foucault <foucault.clem@gmail.com>2020-06-19 18:02:55 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-06-19 18:05:49 +0300
commitf84414d6e14c42bf0f96b128c35d29bc2da59087 (patch)
tree27bfac79fd3371b3cc58305cb72f1ce39ddbc28a /source/blender/draw/intern/draw_cache.h
parente18d6f520693e31a46226821cad1226e400eb0bc (diff)
EEEVEE: Object Motion Blur: Initial Implementation
This adds object motion blur vectors for EEVEE as well as better noise reduction for it. For TAA reprojection we just compute the motion vector on the fly based on camera motion and depth buffer. This makes possible to store another motion vector only for the blurring which is not useful for TAA history fetching. Motion Data is saved per object & per geometry if using deformation blur. We support deformation motion blur by saving previous VBO and modifying the actual GPUBatch for the geometry to include theses VBOs. We store Previous and Next frame motion in the same motion vector buffer (RG for prev and BA for next). This makes non linear motion blur (like rotating objects) less prone to outward/inward blur. We also improve the motion blur post process to expand outside the objects border. We use a tile base approach and the max size of the blur is set via a new render setting. We use a background reconstruction method that needs another setting (Background Separation). Sampling is done using a fixed 8 dithered samples per direction. The final render samples will clear the noise like other stochastic effects. One caveat is that hair particles are not yet supported. Support will come in another patch. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D7297
Diffstat (limited to 'source/blender/draw/intern/draw_cache.h')
-rw-r--r--source/blender/draw/intern/draw_cache.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/draw/intern/draw_cache.h b/source/blender/draw/intern/draw_cache.h
index 221fb89612f..5703f616ad1 100644
--- a/source/blender/draw/intern/draw_cache.h
+++ b/source/blender/draw/intern/draw_cache.h
@@ -63,6 +63,8 @@ struct GPUBatch **DRW_cache_object_surface_material_get(struct Object *ob,
struct GPUBatch *DRW_cache_object_face_wireframe_get(struct Object *ob);
int DRW_cache_object_material_count_get(struct Object *ob);
+struct GPUVertBuf *DRW_cache_object_pos_vertbuf_get(struct Object *ob);
+
/* Empties */
struct GPUBatch *DRW_cache_plain_axes_get(void);
struct GPUBatch *DRW_cache_single_arrow_get(void);