Eevee-next: Octahedral mapping #109559

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Jeroen Bakker merged 9 commits from Jeroen-Bakker/blender:eevee-next-octahedral-mapping into main 2023-07-03 15:14:41 +02:00
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Use octahedral mapping to store probe textures. Octahedral textures are easier to sample
and will increase performance. When extracting the world probe it will first be rendered into
a cubemap. This cubemap will then be remapped using octahedral texture coordinates.

  • CaptureView captures the world light into a cubemap.
  • CaptureView triggers the reflection probe module to update the octahedral texture using
    the cubemap.
  • When sampling reflection probes it will convert the (cubemap) direction to octahedral
    coordinate and read from the octahedral texture.

image

Our goal is to pack multiple probes with different resolutions into a single texture. This
is out of scope of this change, except that the target texture is already an 2d float array.

Use octahedral mapping to store probe textures. Octahedral textures are easier to sample and will increase performance. When extracting the world probe it will first be rendered into a cubemap. This cubemap will then be remapped using octahedral texture coordinates. * `CaptureView` captures the world light into a cubemap. * `CaptureView` triggers the reflection probe module to update the octahedral texture using the cubemap. * When sampling reflection probes it will convert the (cubemap) direction to octahedral coordinate and read from the octahedral texture. ![image](/attachments/d3331660-f893-41b7-8c17-ae12ddf2ad11) Our goal is to pack multiple probes with different resolutions into a single texture. This is out of scope of this change, except that the target texture is already an 2d float array.
1.5 MiB
Jeroen Bakker added 1 commit 2023-06-30 16:07:49 +02:00
Jeroen Bakker added the
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EEVEE & Viewport
label 2023-06-30 16:21:24 +02:00
Jeroen Bakker added this to the 4.0 milestone 2023-06-30 16:21:28 +02:00
Jeroen Bakker added this to the EEVEE & Viewport project 2023-06-30 16:21:32 +02:00
Jeroen Bakker self-assigned this 2023-06-30 16:21:37 +02:00
Jeroen Bakker added 2 commits 2023-07-03 11:07:52 +02:00
Jeroen Bakker added 1 commit 2023-07-03 11:12:28 +02:00
Jeroen Bakker added 1 commit 2023-07-03 12:15:48 +02:00
Jeroen Bakker requested review from Clément Foucault 2023-07-03 12:51:01 +02:00
Jeroen Bakker changed title from WIP: Eevee-next: Octahedral mapping to Eevee-next: Octahedral mapping 2023-07-03 12:51:10 +02:00
Jeroen Bakker added 1 commit 2023-07-03 13:04:20 +02:00
buildbot/vexp-code-patch-coordinator Build done. Details
0f28cc9077
Remove mipmaps from cubemap
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@blender-bot build

@blender-bot build
Clément Foucault requested changes 2023-07-03 14:35:28 +02:00
@ -123,2 +126,4 @@
#define GBUF_COLOR_SLOT 4
/* Reflection Probe slot when updating the octahedral texture.*/
#define REFLECTION_PROBE_OCTAHEDRAL_SLOT 0

If this is used by only one shader/pass, do not assign a global slot.

If this is used by only one shader/pass, do not assign a global slot.
Jeroen-Bakker marked this conversation as resolved
@ -21,0 +15,4 @@
probes_tx_.ensure_2d_array(GPU_RGBA16F,
int2(max_resolution_),
max_probes_,
GPU_TEXTURE_USAGE_SHADER_READ | GPU_TEXTURE_USAGE_ATTACHMENT,

Remove GPU_TEXTURE_USAGE_ATTACHMENT and add GPU_TEXTURE_USAGE_SHADER_WRITE

Remove GPU_TEXTURE_USAGE_ATTACHMENT and add GPU_TEXTURE_USAGE_SHADER_WRITE
Jeroen-Bakker marked this conversation as resolved
@ -0,0 +3,4 @@
*/
vec2 octahedral_uv_from_direction(vec3 co)
{
/* projection onto octahedron */

Comment style

Comment style
Jeroen-Bakker marked this conversation as resolved
@ -0,0 +16,4 @@
vec2 uvs = co.xy * (0.5) + 0.5;
/* edge filtering fix */
// uvs = (1.0 - 2.0 * texel_size) * uvs + texel_size;

Remove it or comment why you commented it.

Remove it or comment why you commented it.
Jeroen-Bakker marked this conversation as resolved
@ -0,0 +21,4 @@
return uvs;
}
vec3 octahedral_to_direction(vec2 co)

octahedral_uv_to_direction

octahedral_uv_to_direction
Jeroen-Bakker marked this conversation as resolved
Jeroen Bakker added 2 commits 2023-07-03 14:53:49 +02:00
Clément Foucault requested changes 2023-07-03 14:56:29 +02:00
@ -22,0 +30,4 @@
PassSimple &pass = remap_ps_;
pass.init();
pass.shader_set(instance_.shaders.static_shader_get(REFLECTION_PROBE_REMAP));
pass.bind_texture(0, cubemap_tx_);

Never use unamed static bindpoints. Use their resource name, here cubemap_tx and tahedral_img.

Never use unamed static bindpoints. Use their resource name, here `cubemap_tx` and `tahedral_img`.
Jeroen-Bakker marked this conversation as resolved
Jeroen Bakker added 1 commit 2023-07-03 15:00:07 +02:00
buildbot/vexp-code-patch-coordinator Build done. Details
f610ea2e12
Use named bind points.
Clément Foucault approved these changes 2023-07-03 15:00:36 +02:00
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@blender-bot build

@blender-bot build
Jeroen Bakker merged commit c6c69c0656 into main 2023-07-03 15:14:41 +02:00
Jeroen Bakker deleted branch eevee-next-octahedral-mapping 2023-07-03 15:14:42 +02:00
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Reference: blender/blender#109559
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