Age | Commit message (Collapse) | Author |
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Temporarily commented out LightModule::input_depth_tx until it is used to hide a
compilation warning.
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This is the same implementation as the old one.
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Compared to the previous implementation this has a limit of 65536 lights
per scene. Lights exceeding this limit will be ignored.
This also introduce fine grained GPU light culling, making rendering
many lights in a scene more efficient as long they don't overlap much.
Compatible light panels have been unhidden.
Note: This commit does not include surface evaluation, only light culling.
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Using 2 framebuffer, if the temp textures are the same across redraws,
we can avoid the setup cost.
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There was a missing clamp in `dof_slight_focus_coc_tile_get()`
and a couple of wrongly handled corner cases.
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This replace the previous square rings approach by sampling a disk the
footprint of the search area. This avoids sampling in areas in corners
where there isn't any weight.
This results in much less samples needed to acheive a good enough result.
The max number of samples for an area of 11x11 px is hard coded to 16 and
still gives good results with the final clamp.
The number of samples is adaptative and is scaled by the search area (max
CoC).
The High Quality Slight Defocus is not required anymore. If there is a
quality parameter to add, it would be sample count option. But I consider
the temporal stability enough for viewport work and render can still
render many full scene samples. So I don't see a need for that yet.
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The indexing during mipmap downsampling was wrong, leading to incorrect
bilateral downsampling.
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This adds anti-flicker pass to the slight focus region by using the
temporaly stable output from stabilize pass.
This also fixes the bilateral weight factor which was reversed.
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This was caused by a missing synchronization.
The background gather pass was writting to the same occlusion texture
before the end of the scatter draw.
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This implement a full TAA pass on the depth of field input.
An history buffer is kept for each view needing Depth of field.
This uses a swap with a `TextureFromPool` in order to not always 2
textures allocated.
Since this uses luma weighting without any input, the firefly parameter is
now obsolete and has been removed.
There is some tiny difference with the Film TAA so the implementation is
mostly copy pasted.
Also this implementation uses a LDS cache to speedup the TAA computations.
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This moves the slight focus max in tile from the setup pass to the
resolve pass. This reduces complexity as there is no need for an extra
component in the tile textures.
This also avoids skipping any pixels and makes sure the local max matches
the dispatched local group size. This should make the resolve pass a little
bit faster.
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Contributed by luzpaz.
Differential Revision: https://developer.blender.org/D15588
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This is a port of the previous implementation but using compute
shaders instead of using the raster pipeline for every steps.
Only the scatter passes is kept as a raster pass for obvious performance
reasons.
Many steps have been rewritten to take advantage of LDS which allows faster
and simpler downsampling and filtering for some passes.
A new stabilize phase has been separated from another setup pass in order
to improve it in the future with better stabilization.
The scatter pass shaders and pipeline also changed. We now use indirect
drawcall to draw quads using triangle strips primitives. This reduces
fragment shader invocation count & overdraw compared to a bounding
triangle. This also reduces the amount of vertex shader invocation
drastically to the bare minimum instead of having always 3 verts per
4 pixels (for each ground).
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Those are no longer necessary.
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For now, we need to always bind the render pass images even if not used.
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Although eevee-next is disabled in Blender 3.3 there is an error that is
visible when compiling shaders using the shader builder.
This is because of an error in a preprocessing directive (defined should
be define).
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Also clears the render result to 0 to avoid invalid motion vectors.
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Still not working but the idea is to read the result and display the
first image sample so that user has a better feedback of the
rendering.
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The new implementation leverage compute shaders to reduce the
number of passes and complexity.
The max blur amount is now detected automatically, replacing the property
in the render panel by a simple checkbox.
The dilation algorithm has also been rewritten from scratch into a 1 pass
algorithm that does the dilation more efficiently and more precisely.
Some differences with the old implementation can be observed in areas with
complex motion.
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This removes the quirk of having to call the sync function for each new
render loop.
# Conflicts:
# source/blender/draw/engines/eevee_next/eevee_view.cc
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This avoids correlation artifacts with the jitter pattern itself.
Also try to reduce the visible spiral pattern.
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The display depth is used to composite Gpencil and Overlays. For it to
be stable we bias it using the dFdx gradient functions. This makes
overlays like edit mode not flicker.
The previous approach to save the 1st center sample does not work anymore
since we jitter the projection matrix in a looping pattern when scene
is updated. So the center depth is only (almost) valid 1/8th of the times.
The biasing technique, even if not perfect, does the job of being stable.
This has a few cons:
- it makes the geometry below the ground plane unlike workbench engine.
- it makes overlays render over geometry at larger depth discontinuities.
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This might make the image a bit blurier but it reduces the flickering of
shiny surfaces during animation.
This uses the technique described in "High Quality Temporal Supersampling"
by Brian Karis at Siggraph 2014 (Slide 45): Reduce the exponential factor
when the history is close the bounding box border.
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A few offsets were missing.
Reminder that this does not change the actual render resolution but it
reduces the VRAM consumption of accumulation buffers.
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... as a debug option.
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There was a confusion about what space the offset was in.
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This uses the exposure to get a better approximation of the perceptual
brighness of a sample before accumulating it.
Note that we do not modify exposure of the image. Only the samples weights
are computed differently.
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The swaps during accumulation were ignored because of the way the
`SwapChain<>` implementation works.
Using external references and updating them fixes the issue.
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The improvements over the old implementation are:
- Improved history reprojection filter (catmull-rom)
- Use proper velocity for history reprojection.
- History clipping is now done in YCoCg color space using better algorithm.
- Velocity is dilated to keep correct edge anti-aliasing on moving objects.
As a result, the 3x3 blocks that made the image smoother in the previous
implementation are no longer visible is replaced by correct antialiasing.
This removes the velocity resolve pass in order to reduce the bandwidth
usage. The velocities are just resolved as they are loadded in the film
pass.
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This modules handles renderpasses allocation and filling. Also handles
blitting to viewport framebuffer and render result reading.
Changes against the old implementation:
- the filling of the renderpasses happens all at once requiring
only 1 geometry pass.
- The filtering is optimized with weights precomputed on CPU and
reuse of neighboor pixels.
- Only one accumulation buffer for renderpasses (no ping-pong).
- Accumulation happens in one pass for every passes using a single
dispatch or fullscreen triangle pass.
TAA and history reprojection is not yet implemented.
AOVs support is present but with a 16 AOV limit for now.
Cryptomatte is not yet implemented.
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This was preventing correct attribute rendering with multiple attributes.
Since the `CurveInfos` struct is used for data sharing between C++ and
GLSL and inside a UBO it needs to obey the `std140` alignment rules which
states that arrays of scalars are padded to the size of `vec4` for each
array entry.
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Found via codespell -q 3 -S ./intern,./extern -L ans,ba,bording,datas,eiter,fiter,hist,inout,lod,ot,parm,parms,pixelx,pres,te
Contributed by luzpaz.
Differential Revision: https://developer.blender.org/D15155
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