VR scene inspection - rendering artifacts on geometry only occluded for one eye with viewport denoising #76003

Closed
opened 3 years ago by ZsoltStefan · 15 comments

System Information
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce RTX 2080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19

Blender Version
Broken: version: 2.83 (sub 13), branch: master, commit date: 2020-04-20 02:11, hash: 23bb42a06e
Worked: -

Short description of error
Trying out the new VR scene inspection feature, I noticed the following rendering artifact:

  • There is a faint duplicate of objects in the foreground visible to the right and to the left (depending on which eye) in front of other objects if Eevee viewport denoising is enabled.

Basically what seems to happen, is that the part of the scene that is occluded by an object in the foreground from the perspective of one eye but is visible from the other eye, is not rendered (or denoised) the same way as the rest of the scene. This goes for both eyes. This partly occluded area looks somewhat different, more pixelated, maybe a bit darker and surface reflections look different.

On a side note, the BlenderXR implementation from Marui plugin doesn't have this problem.

Exact steps for others to reproduce the error

  • Activate the VR inspection addon.
  • Start VR session on any scene.
  • Renderer should be Eevee, with viewport denoising turned on.
  • Look at an object in the foreground, while having some other objects behind it, further away.
**System Information** Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce RTX 2080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19 **Blender Version** Broken: version: 2.83 (sub 13), branch: master, commit date: 2020-04-20 02:11, hash: `23bb42a06e` Worked: - **Short description of error** Trying out the new VR scene inspection feature, I noticed the following rendering artifact: - There is a faint duplicate of objects in the foreground visible to the right and to the left (depending on which eye) in front of other objects if Eevee viewport denoising is enabled. Basically what seems to happen, is that the part of the scene that is occluded by an object in the foreground from the perspective of one eye but is visible from the other eye, is not rendered (or denoised) the same way as the rest of the scene. This goes for both eyes. This partly occluded area looks somewhat different, more pixelated, maybe a bit darker and surface reflections look different. On a side note, the BlenderXR implementation from Marui plugin doesn't have this problem. **Exact steps for others to reproduce the error** - Activate the VR inspection addon. - Start VR session on any scene. - Renderer should be Eevee, with viewport denoising turned on. - Look at an object in the foreground, while having some other objects behind it, further away.
Poster

Added subscriber: @ZsoltStefan

Added subscriber: @ZsoltStefan
Poster

Here's how it looks like. To the left of the lamppost is this weirdly rendered area.
2020-04-23 16_34_31-Window.png

Here's how it looks like. To the left of the lamppost is this weirdly rendered area. ![2020-04-23 16_34_31-Window.png](https://archive.blender.org/developer/F8491077/2020-04-23_16_34_31-Window.png)
iss commented 3 years ago
Collaborator

Added subscriber: @iss

Added subscriber: @iss
iss commented 3 years ago
Collaborator

@ZsoltStefan is this reproducible without VR headset? I don't have one and I am really not aware of this is possible without one.

@ZsoltStefan is this reproducible without VR headset? I don't have one and I am really not aware of this is possible without one.
Poster

@iss The bug can only be seen in the VR session, so you'd need a way to emulate a VR headset. An internet search led me here: https://docs.microsoft.com/en-us/windows/mixed-reality/using-the-windows-mixed-reality-simulator , this might work.

@iss The bug can only be seen in the VR session, so you'd need a way to emulate a VR headset. An internet search led me here: https://docs.microsoft.com/en-us/windows/mixed-reality/using-the-windows-mixed-reality-simulator , this might work.
Collaborator

Added subscriber: @JulianEisel

Added subscriber: @JulianEisel
Collaborator

Would consider this a low-priority issue. After all it's a visual only glitch, and a very small amount of users will ever run into it I think. This might also be hard to debug I'm afraid.

Would consider this a low-priority issue. After all it's a visual only glitch, and a very small amount of users will ever run into it I think. This might also be hard to debug I'm afraid.
ankitm commented 3 years ago
Collaborator

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
ankitm commented 3 years ago
Collaborator

Added subscriber: @ankitm

Added subscriber: @ankitm
fclem commented 3 years ago
Collaborator

Added subscriber: @fclem

Added subscriber: @fclem
fclem commented 3 years ago
Collaborator

@JulianEisel Is that because you render both eye with the same GPUViewport? Thus having only one history target that is constantly being swapped for each eye. If so I would recommend duplicating the GPUViewport to avoid this but I see that it would increase VRAM consumption quite a bit.

@JulianEisel Is that because you render both eye with the same GPUViewport? Thus having only one history target that is constantly being swapped for each eye. If so I would recommend duplicating the GPUViewport to avoid this but I see that it would increase VRAM consumption quite a bit.

Added subscriber: @MadMinstrel

Added subscriber: @MadMinstrel

Look, it's not helpful to call this just a visual glitch. Unlike on a monitor, in a VR session, visual glitches cause considerable discomfort, especially when it's a discrepancy between eyes.

Look, it's not helpful to call this *just* a visual glitch. Unlike on a monitor, in a VR session, visual glitches cause considerable discomfort, especially when it's a discrepancy between eyes.
Poster

I've been playing around with the experimental XR-actions build, and this bug is still present.

With Viewport Denoising turned on, objects in the foreground cast a ghost on the background. As @MadMinstrel wrote, "just a visual glitch" is a big thing in VR, as your whole viewfield in VR is basically a HUGE 3D viewport.

I've been playing around with the experimental XR-actions build, and this bug is still present. With Viewport Denoising turned on, objects in the foreground cast a ghost on the background. As @MadMinstrel wrote, "just a visual glitch" is a big thing in VR, as your whole viewfield in VR is basically a HUGE 3D viewport.
Collaborator

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
muxed-reality closed this issue 2 years ago
muxed-reality self-assigned this 2 years ago
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Reference: blender/blender#76003
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