EEVEE Next: artifacts when displaying geometry nodes values through viewer node (or other face overlays) #124013

Open
opened 2024-07-01 23:16:37 +02:00 by Matteo Scopel · 7 comments

System Information
Operating system: Windows-10-10.0.22631-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 4060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 551.76

Blender Version
Broken: version: 4.2.0 Beta, branch: blender-v4.2-release, commit date: 2024-06-30 21:17, hash: 549024b1cc34

Short description of error
When displaying geometry nodes values through the Viewer node in EEVEE Next, artifacts appear. See the attached video for a demo.

image

Exact steps for others to reproduce the error

  • open the attached blend file
  • set the viewport to Rendered.
  • move around the view. Artifacts will appear.
**System Information** Operating system: Windows-10-10.0.22631-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 4060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 551.76 **Blender Version** Broken: version: 4.2.0 Beta, branch: blender-v4.2-release, commit date: 2024-06-30 21:17, hash: `549024b1cc34` **Short description of error** When displaying geometry nodes values through the Viewer node in EEVEE Next, artifacts appear. See the attached video for a demo. ![image](/attachments/f12da89b-444b-4a88-bddb-1ba15fab430e) **Exact steps for others to reproduce the error** - open the attached blend file - set the viewport to Rendered. - move around the view. Artifacts will appear.
Matteo Scopel added the
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labels 2024-07-01 23:16:38 +02:00
Iliya Katushenock added the
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labels 2024-07-01 23:23:30 +02:00

This needs the same treatment as the other overlays. @pragma37 can you have a look at this?

This needs the same treatment as the other overlays. @pragma37 can you have a look at this?
Clément Foucault added
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and removed
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labels 2024-07-02 19:40:11 +02:00
Clément Foucault added this to the 4.2 LTS milestone 2024-07-02 19:40:19 +02:00
Miguel Pozo added
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Viewport & EEVEE
and removed
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Viewport & EEVEE
labels 2024-07-03 15:26:47 +02:00
Clément Foucault self-assigned this 2024-07-03 16:48:44 +02:00

This is more involved than I thought. When Viewport Pixel size is set to 1x the overlay is rendered fine (with just some flicker on edges which is expected). But the bug happens on high pixel size scale. This is because the fwidth bias used in the fragment shader doesn't work in this case (since all neighbor pixels have the same depth).

What I don't understand is why the flickering doesn't reduce in intensity as time goes on as the depth should become more refined overtime.

The best fix I can think of for now is to fix the depth accumulation that seems broken. This will still give incorrect result when rotating the viewport but it will converge to a less flickery result.

The other solution is to recompute the derivative manually using a larger stride, but that has a cost and complexity that I am not willing to introduce 2 week before release.

This is more involved than I thought. When Viewport Pixel size is set to 1x the overlay is rendered fine (with just some flicker on edges which is expected). But the bug happens on high pixel size scale. This is because the fwidth bias used in the fragment shader doesn't work in this case (since all neighbor pixels have the same depth). What I don't understand is why the flickering doesn't reduce in intensity as time goes on as the depth should become more refined overtime. The best fix I can think of for now is to fix the depth accumulation that seems broken. This will still give incorrect result when rotating the viewport but it will converge to a less flickery result. The other solution is to recompute the derivative manually using a larger stride, but that has a cost and complexity that I am not willing to introduce 2 week before release.

The other solution is to recompute the derivative manually using a larger stride, but that has a cost and complexity that I am not willing to introduce 2 week before release.

This is eventually where we want to go. The film accumulation step should be only accumulating. Then a blit pass would blit it to the viewport framebuffer. In this condition, it is possible to increase the stride or do finer reconstruction filter.

I also believe this would make the accumulation shader faster, but that need to be profiled.

> The other solution is to recompute the derivative manually using a larger stride, but that has a cost and complexity that I am not willing to introduce 2 week before release. This is eventually where we want to go. The film accumulation step should be only accumulating. Then a blit pass would blit it to the viewport framebuffer. In this condition, it is possible to increase the stride or do finer reconstruction filter. I also believe this would make the accumulation shader faster, but that need to be profiled.

This will have to go to the next 4.2 release. It requires too many changes.

This will have to go to the next 4.2 release. It requires too many changes.
Clément Foucault removed this from the 4.2 LTS milestone 2024-07-15 11:06:25 +02:00

This is the improved situation with #124735 applied: image

Top after, bottom before.

However, when there is an update, the first few samples still display wrongly. This would then be fixed by the above mentioned technique.

This is the improved situation with #124735 applied: ![image](/attachments/5bd11cae-ce49-4243-8e37-3b33be2e2dcb) Top after, bottom before. However, when there is an update, the first few samples still display wrongly. This would then be fixed by the above mentioned technique.
280 KiB

Any updates here? Since a partial fix is already committed, it would be good to fix this entirely :)

Any updates here? Since a partial fix is already committed, it would be good to fix this entirely :)

This would have to be fixed by Overlay Next. There is no other way to fix this without adding much complexity to EEVEE for a fix that will not fix the problem entirely.

The fix (#124735) to the first issues mentioned above already sparked more issues and regressions. So this is unlikely to land in 4.2 either given the amount of code changed.

This would have to be fixed by Overlay Next. There is no other way to fix this without adding much complexity to EEVEE for a fix that will not fix the problem entirely. The fix (#124735) to the first issues mentioned above already sparked more issues and regressions. So this is unlikely to land in 4.2 either given the amount of code changed.
Bart van der Braak added
Type
Bug
and removed
Type
Report
labels 2024-08-14 12:58:07 +02:00
Alaska changed title from EEVEE Next: artifacts when displaying geometry nodes values through viewer node to EEVEE Next: artifacts when displaying geometry nodes values (or other face overlays) through viewer node 2024-10-20 04:04:10 +02:00
Alaska changed title from EEVEE Next: artifacts when displaying geometry nodes values (or other face overlays) through viewer node to EEVEE Next: artifacts when displaying geometry nodes values through viewer node (or other face overlays) 2024-10-20 04:04:18 +02:00
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Reference: blender/blender#124013
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