EEVEE-Next Irradiance Baking #105643
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Reference: blender/blender#105643
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Due to time constraints it isn't possible to start implementing a solution that leverage raytracing. So the implementation will try to minimize the amount of changes to the current system while cleaning up the implementation and changing the baking algorithm.
Here are the reference papers the new solution will be based on:
https://advances.realtimerendering.com/s2022/SIGGRAPH2022-Advances-Enemies-Ciardi%20et%20al.pdf (Probe-based lighting section)
https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdc2019/presentations/Hobson_Josh_The_Indirect_Lighting.pdf
One remaining unknown is whether or not we keep the light-grids behavior as it was in the original EEVEE or if we go for a single large light-grid structure.It was decided to use volume composition for now.Here is a breakdown of the tasks:
Milestone: Dummy irradiance grid displaying.
Milestone: Baking, Saving to and Loading from disk should work.
Milestone: Irradiance baking fully works.
Bugs / Cleanups
Milestone: Irradiance bake minimum-viable-product for 4.0 release.
Extended targets
Dropped features (not considered regressions)
Hi @fclem
Is it going to be spherical-harmonic-only implementation? If so, is there any plans on opening these structures to Python bindings API? It would be very useful to have full access at least to baked data, ideally being able to manipulate spherical harmonics.
Also, I had plans to add this feature myself but there is a big refactoring going on, so don't want to break it.
Another question @fclem to clarify,
On the Hobson_Josh_The_Indirect_Lighting.pdf talks about using the surfels to bake in real time the light changes, making the Global Illumination dynamic.
But the SIGGRAPH2022-Advances-Enemies-Ciardi20et20al.pdf look like this bake is static, does no react to the light changes.
Will this global illumination be dynamic in real time?
Yes. It will have the drawback of SH L1 band not being able to encode opposing lights. Maybe we will expose a L2 option if it isn't too cumbersome.
I am considering putting the baked data inside the object or the object-data itself. At that point exposing it through python should be a formality.
Sure, better wait until we finalize the baked data design.
No. The baking process will be much faster with real-time feedback. But it won't react to real-time light changes.
In the current implementation Eevee supports both SH2 and HL2 irradiance probes, it looks like it prefers HL2 method and stores all the data in texture array (not sure though how is it stored in DNA system, it just serializes this Image as is?). Isn't it replicated somewhere in RAM?
You said there will be only SH (1?) implementation, will storage method be the same image array in LightProbe datatype? If there will be both SH1 and SH2 implementations, how they will be distincted on a data level?
@ColumbusUtrigas
Well, yes, but only HL2 is used.
That is correct. We use an atlas for all the probe.
No. We will leverage the benefits of 3D volume textures for the new implementation. And each grid will have its own storage instead of having a common atlas. The layout will be as described in the first reference. However if we expose it to python I expect we do something better than the packed data and return a full float representation per SH band.
Is data layout already known? And overall, what time estimates/deadlines are on this part of eevee? Any help needed? Maybe some work needed on a Vulkan backend and VK RT support?
How do you plan to pack SH2 into a 3D texture?
You mean being able to return both SH1 and SH2 full representation per probe?
As I see it:
I think it's not needed to be able to modify probes as they may be rebaked soon anyway, but even if it's needed it is easy to implement on top.
@ColumbusUtrigas Yes the API would look more or less like that. I have created #106449 to discuss all of this into more detail.
That's a good question. I would say no, because I would like to have different layout on the storage side (for efficient loading & modification) than on the runtime side (for more efficient shading & VRAM usage).
EEVEE-Next is scheduled for 4.0. But some of what we discussed might be considered extended goals.
@Jeroen-Bakker Is doing the vulkan port. If you want to contribute, you can join the #eevee-viewport-module and ask for suggestions.