Commit Graph

22 Commits

Author SHA1 Message Date
e9eb80055b Cleanup: remove unused variable 2018-11-16 12:43:44 -02:00
5a7c3d5a08 Eevee: Prepare for fullres tracing 2018-09-11 16:15:43 +02:00
08ae597d63 Cleanup: flag checks 2018-07-05 22:56:18 +02:00
6ebcf98943 Cleanup: whitespace, long lines, duplicate include 2018-05-26 11:05:23 +02:00
a507c251b2 Eevee: Put all constant uniforms in a global UBO.
This is an optimization / cleanup commit.

The use of a global ubo remove lots of uniform lookups and only transfert data when needed.

Lots of renaming for more consistent codestyle.
2018-01-21 23:16:59 +01:00
9fd28c7769 Eevee: AO: Removes samples and denoise options.
This comes with a lot of code simplification that leads to a small performance improvement.
2018-01-16 18:22:25 +01:00
9aece5e1e7 Eevee: Fix Defered AO defines 2017-11-25 17:47:52 +01:00
a5e8618f48 Eevee: Fix Bad AO on opaque refractive geometry. 2017-11-01 01:17:35 +01:00
31820d0109 Eevee : Fix T52991 2017-10-04 21:31:47 +02:00
5f7192018e Eevee : SSR : Make sure to not apply Specular Occlusion to SSR.
This makes the metals shine more.

Previous behaviour was not correct.
2017-10-02 19:44:44 +02:00
d007828ae7 Eevee: Offset the for each AA sample.
This means we have less overall noise for rendered image.
SSR, AO, and Refraction are affected by this change.

SSR still exhibit artifacts because the reconstruction pattern needs to change every frame (TODO).
2017-08-21 01:39:23 +02:00
659be38760 Eevee: Rework GTAO
This includes big improvement:
- The horizon search is decoupled from the BSDF evaluation. This means using multiple BSDF nodes have a much lower impact when enbaling AO.
- The horizon search is optimized by splitting the search into 4 corners searching similar directions to help which GPU cache coherence.
- The AO options are now uniforms and do not trigger shader recompilation (aka. freeze UI).
- Include a quality slider similar to the SSR one.
- Add a switch for disabling bounce light approximation.
- Fix problem with Bent Normals when occlusion get very dark.
- Add a denoise option to that takes the neighbors pixel values via glsl derivatives. This reduces noise but exhibit 2x2 blocky artifacts.

The downside : Separating the horizon search uses more memory (~3MB for each samples on HD viewport). We could lower the bit depth to 4bit per horizon but it produce noticeable banding (might be fixed with some dithering).
2017-08-18 15:09:43 +02:00
b68b26c265 Attempt to fix GLSL errors on Blender startup.
I couldn't reproduce either, but calling min() with different argument
data types and indexing vectors with an index not known at compile time
seem likely to cause problems.

Ref T52404, T52404.
2017-08-15 18:52:25 +02:00
e3468d7ec2 Eevee: Optimize and improve GTAO Horizon search
This fix a bug when occluder are on the edge of the screen and occludes more than they should.

Grouped the texture fetches together and clamp the ray at the border of the screen.

Also add a few util functions.
2017-08-13 14:30:47 +02:00
723778b162 Eevee: Fix AO not working. 2017-08-10 15:43:48 +02:00
e0c1323737 Eevee: HiZ buffer: Split into two 24bit depth buffer
This way we don't have float precision issue we had before and we save some bandwidth.
2017-07-24 15:28:27 +02:00
790b15112b Eevee: Fix T51922: Avoid division by 0.
Problem was caused by a division by 0 when rendering the probes. This patch make the visibility equal to 1.0 in this case.
2017-06-29 17:08:13 +02:00
1982e724f4 Eevee: Refactor of shading code to be more modular.
This will enable creating shading models more easily.
2017-06-28 16:32:08 +02:00
12b985f1b1 Eevee: Put pack AO parameters. 2017-06-23 04:13:08 +02:00
3a243ad83f Eevee: Attempt to optimize GTAO shader.
Unroll horizon search loop. Use fast version of acos.
On nvidia linux, unrolling the 2nd loop is giving very high compilation time.
2017-06-23 02:52:34 +02:00
87adeb8dd9 Eevee: Ambient Occlusion: Enable Multibounce approximation and Change influence factor.
Making the influence a power for easy tuning. Works like a contrast knob.
2017-06-22 03:51:06 +02:00
779c950098 Eevee: Ambient Occlusion: Initial implementation.
Implement GTAO (Ground Truth Ambient Occlusion) which is a special case of Horizon Based Ambient Occlusion that is more physically accurate.
Also add a bent normal option to sample indirect irradiance (diffuse lighting) with the least occluded direction.
2017-06-22 03:51:06 +02:00