EEVEE-Next Reflection Cubemaps #105649

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opened 2023-03-10 23:25:00 +01:00 by Clément Foucault · 2 comments

Reflection cubemaps are required by alpha-blended surfaces as raytracing is not possible on them or would be incredibly costly. Raytracing is not feasible for the 4.0 release so reflection cubemaps were chosen for their simplicity and existing implementation.

Rendering them is quite cheap compared to the irradiance grid and usually take only a few seconds at most.
Not storing them to disk will reduce the size of Blender files and allow more dynamic updates.
Doing so also means that some hardware will no longer refuse to load a light-cache because the number of reflection probes is too high.

Here is a breakdown of the tasks in order:

  • World shader rendering.
  • Create single pass down-sampler for color. (Use compute shader to do mipmap generation)
  • Port Shading code (simple loop).

Milestone: World reflections working.

  • Port data structures.
  • Copy world probe for background to avoid evaluating the world shader for each. (1 bit mask for copying the world)
  • Object shader pipeline (can be shared with the Irradiance).
  • Update tagging and runtime update.
  • Parallax & Influence volume.
  • Port viewport display

Milestone: minimum-viable-product for 4.0 release.

Extended targets

  • Cubemap normalization. (1)
  • Cubemap dynamic re-lighting.
  • Mixed LOD depending on screen space.
  • Render only queried cubemaps (follow shadows approach).

(1) https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdc2019/presentations/Hobson_Josh_The_Indirect_Lighting.pdf page 33

Reflection cubemaps are required by alpha-blended surfaces as raytracing is not possible on them or would be incredibly costly. Raytracing is not feasible for the 4.0 release so reflection cubemaps were chosen for their simplicity and existing implementation. Rendering them is quite cheap compared to the irradiance grid and usually take only a few seconds at most. Not storing them to disk will reduce the size of Blender files and allow more dynamic updates. Doing so also means that some hardware will no longer refuse to load a light-cache because the number of reflection probes is too high. Here is a breakdown of the tasks in order: - [x] World shader rendering. - [x] Create single pass down-sampler for color. (Use compute shader to do mipmap generation) - [x] Port Shading code (simple loop). #### Milestone: World reflections working. - [x] Port data structures. - [x] Copy world probe for background to avoid evaluating the world shader for each. (1 bit mask for copying the world) - [x] Object shader pipeline (can be shared with the Irradiance). - [x] Update tagging and runtime update. - [x] Parallax & Influence volume. - [x] Port viewport display #### Milestone: minimum-viable-product for 4.0 release. #### Extended targets - Cubemap normalization. (1) - Cubemap dynamic re-lighting. - Mixed LOD depending on screen space. - Render only queried cubemaps (follow shadows approach). (1) https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdc2019/presentations/Hobson_Josh_The_Indirect_Lighting.pdf page 33
Clément Foucault added the
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Clément Foucault added this to the EEVEE & Viewport project 2023-03-10 23:25:01 +01:00
Clément Foucault added this to the 4.0 milestone 2023-03-10 23:25:20 +01:00
Jeroen Bakker self-assigned this 2023-05-22 12:39:13 +02:00
Clément Foucault added the
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label 2023-10-02 12:54:30 +02:00
Clément Foucault modified the milestone from 4.0 to 4.1 2023-10-02 12:58:24 +02:00
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Jeroen Bakker removed their assignment 2024-01-22 12:50:06 +01:00
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Unassigning, there are still extended targets.

Unassigning, there are still extended targets.
Clément Foucault modified the milestone from 4.1 to 4.2 LTS 2024-02-22 17:57:05 +01:00
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Closing. Considering target quality achieved.

Closing. Considering target quality achieved.
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Reference: blender/blender#105649
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