EEVEE-Next Screen Space Effects #105673

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opened 2023-03-11 21:38:11 +01:00 by Clément Foucault · 4 comments

Screen-space effects should see quite some changes as the pipeline is being rewritten to make implementation of hardware ray-tracing easier.

Here is a breakdown of the tasks:

  • Deferred pipeline implementation.
  • Port Sub-Surface Scattering.
  • #110117 Port Denoising.
  • #112341 Port Screen-tracing.
  • Port Ambient Occlusion.
  • AO texture node support.

Milestone: Screen Space Effects minimum-viable-product for 4.0 release.

Extended targets

  • HiZ raytracing optimization. (1)

(1) Reference implementation in AMD GPU Open.

Screen-space effects should see quite some changes as the pipeline is being rewritten to make implementation of hardware ray-tracing easier. Here is a breakdown of the tasks: - [x] Deferred pipeline implementation. - [x] Port Sub-Surface Scattering. - [x] #110117 Port Denoising. - [x] #112341 Port Screen-tracing. - [x] Port Ambient Occlusion. - [x] AO texture node support. #### Milestone: Screen Space Effects minimum-viable-product for 4.0 release. #### Extended targets - HiZ raytracing optimization. (1) (1) Reference implementation in AMD GPU Open.
Clément Foucault added this to the 4.0 milestone 2023-03-11 21:38:11 +01:00
Clément Foucault added the
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label 2023-03-11 21:38:11 +01:00
Clément Foucault added this to the EEVEE & Viewport project 2023-03-11 21:38:12 +01:00
Clément Foucault changed title from Screen Space Effects to EEVEE-Next Screen Space Effects 2023-03-11 21:38:21 +01:00

Hey @fclem i know you works for the first implémentation of indirect lightning based on "Surfels" (Surface élements) For the first implément.

But are you see the GI Open source by @AMD called "GI-1.0" (https://gpuopen.com/download/publications/GPUOpen2022_GI1_0.pdf) Better and faster than Lumens. And fully open-source. Actually is in "Pre-release". And when you switch the "surfels GI" to "Voxel DEPTH GI" this GI proposed by AMD is a really good deal for intégrate it in EEVEE ! I think when eevee got the minimum viable for render pretty good result and he's stable, is a good deal to take the GI gived by AMD. :)

See vidéo here : https://www.youtube.com/watch?v=o5zjvSTHz5s
See vidéo Démo here : https://twitter.com/i/status/1555581376593858561

Hey @fclem i know you works for the first implémentation of indirect lightning based on "Surfels" (Surface élements) For the first implément. But are you see the GI Open source by @AMD called "GI-1.0" (https://gpuopen.com/download/publications/GPUOpen2022_GI1_0.pdf) Better and faster than Lumens. And fully open-source. Actually is in "Pre-release". And when you switch the "surfels GI" to "Voxel DEPTH GI" this GI proposed by AMD is a really good deal for intégrate it in EEVEE ! I think when eevee got the minimum viable for render pretty good result and he's stable, is a good deal to take the GI gived by AMD. :) See vidéo here : https://www.youtube.com/watch?v=o5zjvSTHz5s See vidéo Démo here : https://twitter.com/i/status/1555581376593858561
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Thanks for reminding me of this technique. It is quite interesting and I would have considered it if didn't require "real" raytracing. It is still full of interesting ideas for the future GI solution.

The fact we choose "Surfel" GI is because of its backward compatibility and the time it takes to implement.

Thanks for reminding me of this technique. It is quite interesting and I would have considered it if didn't require "real" raytracing. It is still full of interesting ideas for the future GI solution. The fact we choose "Surfel" GI is because of its backward compatibility and the time it takes to implement.

Thanks for reminding me of this technique. It is quite interesting and I would have considered it if didn't require "real" raytracing. It is still full of interesting ideas for the future GI solution.

The fact we choose "Surfel" GI is because of its backward compatibility and the time it takes to implement.

Yes know i see but i'm talking for a 2nd intégrations, not for the initial release. one possibility to choose this solution for the 2nd intégrations ?

(You know the positive points, and is better than surfels for the future ! Don't need to update this GI for next 5 years old)

> Thanks for reminding me of this technique. It is quite interesting and I would have considered it if didn't require "real" raytracing. It is still full of interesting ideas for the future GI solution. > > The fact we choose "Surfel" GI is because of its backward compatibility and the time it takes to implement. Yes know i see but i'm talking for a 2nd intégrations, not for the initial release. one possibility to choose this solution for the 2nd intégrations ? (You know the positive points, and is better than surfels for the future ! Don't need to update this GI for next 5 years old)

Hi all - i'd like to hear your thoughts on multiscatter fog ss effect as seen here
https://forum.unity.com/threads/screen-space-multiple-scattering.446647/
https://www.unrealengine.com/marketplace/en-US/product/screen-space-fog-scattering

maybe it is something we could wire together with the planned effects or perhaps it is something new you will find useful. Thank you

Hi all - i'd like to hear your thoughts on multiscatter fog ss effect as seen here https://forum.unity.com/threads/screen-space-multiple-scattering.446647/ https://www.unrealengine.com/marketplace/en-US/product/screen-space-fog-scattering maybe it is something we could wire together with the planned effects or perhaps it is something new you will find useful. Thank you
Clément Foucault added the
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EEVEE
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
Blender Bot added the
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label 2024-02-26 14:28:54 +01:00
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