EEVEE-Next: Shadow resolution scale and adaptive filtering #119436

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Miguel Pozo merged 20 commits from pragma37/blender:pull-eevee-shadow-resolution-scale into main 2024-03-20 15:54:51 +01:00
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Allow the user to scale shadow-map resolution per-light.
Adapt the PCF scale based on shadow-map to pixel footprint ratio, since we can no longer assume that higher LODs don't need filtering.
This allows using much lower shadow resolutions, which can yield quite significant performance improvements, with relatively little perceptual quality loss (at the cost of softening shadow edges).
The per-light resolution scale is a literal scale, so for example 0.5 means half the resolution. The Scene Simplify Shadows setting has been updated to match this behavior.

No Simplification (~4.5 fps) 0.5 Simplification (~16 fps) 0.1 Simplification (~27 fps)
imagen imagen imagen
Allow the user to scale shadow-map resolution per-light. Adapt the PCF scale based on shadow-map to pixel footprint ratio, since we can no longer assume that higher LODs don't need filtering. This allows using much lower shadow resolutions, which can yield quite significant performance improvements, with relatively little perceptual quality loss (at the cost of softening shadow edges). The per-light resolution scale is a literal scale, so for example 0.5 means half the resolution. The Scene Simplify Shadows setting has been updated to match this behavior. | No Simplification (~4.5 fps) | 0.5 Simplification (~16 fps) | 0.1 Simplification (~27 fps) | | --- | --- | --- | | ![imagen](/attachments/c4be56ad-664e-489a-8766-f23397bb8672) | ![imagen](/attachments/e131dec4-bd29-4f78-811a-edf3d6b56c48) | ![imagen](/attachments/a7de0dca-0785-4753-88c0-1df76d1554f0) |
Miguel Pozo added the
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Miguel Pozo added 11 commits 2024-03-13 19:26:59 +01:00
Miguel Pozo added this to the Viewport & EEVEE project 2024-03-13 19:27:13 +01:00
Miguel Pozo requested review from Clément Foucault 2024-03-13 19:27:21 +01:00
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@blender-bot build +gpu

@blender-bot build +gpu
Clément Foucault requested changes 2024-03-14 08:56:34 +01:00
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@ -131,0 +133,4 @@
int shadow_directional_level(LightData light, vec3 lP)
{
int clipmap_lod = int(ceil(shadow_directional_level_fractional(light, lP)));
return clamp(clipmap_lod, light.clipmap_lod_min, light.clipmap_lod_max);

you are clamping twice. I don't think that is necessary.

you are clamping twice. I don't think that is necessary.
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I did it to workaround possible floating point precision issues causing troubles with the later ceil.
But maybe I was just overly paranoid.

I did it to workaround possible floating point precision issues causing troubles with the later `ceil`. But maybe I was just overly paranoid.
fclem marked this conversation as resolved
@ -131,0 +144,4 @@
*/
float shadow_punctual_footprint_ratio(LightData light,
vec3 P,
float perspective_division,

Pass float dist_to_cam and bool is_perspective for clarity.

Pass `float dist_to_cam` and `bool is_perspective` for clarity.
pragma37 marked this conversation as resolved
@ -470,0 +478,4 @@
float dist_to_cam = distance(P, drw_view_position());
float perspective_division = 1.0;
if (drw_view_is_perspective()) {
perspective_division = distance(P, drw_view_position());

you are computing dist_to_cam again

you are computing `dist_to_cam` again
pragma37 marked this conversation as resolved
Miguel Pozo added 1 commit 2024-03-14 16:34:48 +01:00
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014108d1b8
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@blender-bot build +gpu

@blender-bot build +gpu
Clément Foucault requested changes 2024-03-14 19:34:11 +01:00
Dismissed
@ -819,2 +819,3 @@
float pcf_radius;
int _pad0;
/* Shadow Map resolution bias. */
float lod_bias;

Then remove _clipmap_lod_bias since it is redundant (and would remove some dirty define code).

Then remove `_clipmap_lod_bias` since it is redundant (and would remove some dirty define code).
pragma37 marked this conversation as resolved
@ -1311,6 +1311,8 @@ void ShadowModule::set_view(View &view, GPUTexture *depth_tx)
pixel_world_radius_ = screen_pixel_radius(view, int2(target_size));
tilemap_projection_ratio_ = tilemap_pixel_radius() / pixel_world_radius_;
data_.tilemap_projection_ratio = tilemap_projection_ratio_;

Do not duplicate data. Remove the private member.

Do not duplicate data. Remove the private member.
pragma37 marked this conversation as resolved
@ -464,3 +464,3 @@
rand = sampling_rng_2D_get(SAMPLING_SHADOW_V);
#endif
vec2 pcf_offset = interlieved_gradient_noise(UTIL_TEXEL, vec2(0.0), rand);
vec2 pcf_offset = interlieved_gradient_noise(UTIL_TEXEL, vec2(5, 7), rand);

This is yielding strong flickering in the noise pattern due to correlation between the 2 random numbers.
Use this instead:

diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_shadow_tracing_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_shadow_tracing_lib.glsl
index 0f922b89184..b32c8c4a258 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_shadow_tracing_lib.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_shadow_tracing_lib.glsl
@@ -410,7 +410,7 @@ SHADOW_MAP_TRACE_FN(ShadowRayPunctual)
 
 /* Compute the world space offset of the shading position required for
  * stochastic percentage closer filtering of shadow-maps. */
-vec3 shadow_pcf_offset(LightData light, const bool is_directional, vec3 P, vec3 Ng)
+vec3 shadow_pcf_offset(LightData light, vec2 random, const bool is_directional, vec3 P, vec3 Ng)
 {
   if (light.pcf_radius <= 0.001) {
     /* Early return. */
@@ -458,13 +458,10 @@ vec3 shadow_pcf_offset(LightData light, const bool is_directional, vec3 P, vec3
   mat3 TBN = mat3(TP - P, BP - P, Ng);
 
   /* Compute the actual offset. */
-
-  vec2 rand = vec2(0.0);
 #ifdef EEVEE_SAMPLING_DATA
-  rand = sampling_rng_2D_get(SAMPLING_SHADOW_V);
+  random = fract(random + sampling_rng_2D_get(SAMPLING_SHADOW_X));
 #endif
-  vec2 pcf_offset = interlieved_gradient_noise(UTIL_TEXEL, vec2(5, 7), rand);
-  pcf_offset = pcf_offset * 2.0 - 1.0;
+  vec2 pcf_offset = fract(random) * 2.0 - 1.0;
   pcf_offset *= light.pcf_radius;
 
   /* Scale the offset based on shadow LOD. */
@@ -541,7 +538,7 @@ ShadowEvalResult shadow_eval(LightData light,
   float normal_offset = 0.02;
 #endif
 
-  P += shadow_pcf_offset(light, is_directional, P, Ng);
+  P += shadow_pcf_offset(light, random_shadow_3d.xy, is_directional, P, Ng);
 
   /* Avoid self intersection. */
   P = offset_ray(P, Ng);
This is yielding strong flickering in the noise pattern due to correlation between the 2 random numbers. Use this instead: ```diff diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_shadow_tracing_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_shadow_tracing_lib.glsl index 0f922b89184..b32c8c4a258 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_shadow_tracing_lib.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_shadow_tracing_lib.glsl @@ -410,7 +410,7 @@ SHADOW_MAP_TRACE_FN(ShadowRayPunctual) /* Compute the world space offset of the shading position required for * stochastic percentage closer filtering of shadow-maps. */ -vec3 shadow_pcf_offset(LightData light, const bool is_directional, vec3 P, vec3 Ng) +vec3 shadow_pcf_offset(LightData light, vec2 random, const bool is_directional, vec3 P, vec3 Ng) { if (light.pcf_radius <= 0.001) { /* Early return. */ @@ -458,13 +458,10 @@ vec3 shadow_pcf_offset(LightData light, const bool is_directional, vec3 P, vec3 mat3 TBN = mat3(TP - P, BP - P, Ng); /* Compute the actual offset. */ - - vec2 rand = vec2(0.0); #ifdef EEVEE_SAMPLING_DATA - rand = sampling_rng_2D_get(SAMPLING_SHADOW_V); + random = fract(random + sampling_rng_2D_get(SAMPLING_SHADOW_X)); #endif - vec2 pcf_offset = interlieved_gradient_noise(UTIL_TEXEL, vec2(5, 7), rand); - pcf_offset = pcf_offset * 2.0 - 1.0; + vec2 pcf_offset = fract(random) * 2.0 - 1.0; pcf_offset *= light.pcf_radius; /* Scale the offset based on shadow LOD. */ @@ -541,7 +538,7 @@ ShadowEvalResult shadow_eval(LightData light, float normal_offset = 0.02; #endif - P += shadow_pcf_offset(light, is_directional, P, Ng); + P += shadow_pcf_offset(light, random_shadow_3d.xy, is_directional, P, Ng); /* Avoid self intersection. */ P = offset_ray(P, Ng);
pragma37 marked this conversation as resolved
@ -470,0 +481,4 @@
light, P, is_perspective, dist_to_cam, uniform_buf.shadow.tilemap_projection_ratio);
float lod = -log2(footprint_ratio) + light.lod_bias;
lod = clamp(lod, 0.0, float(SHADOW_TILEMAP_LOD));
float pcf_scale = pow(2.0, lod);

Never use pow(2.0, lod). Poor precision and bad perf. Use exp2(lod) instead.

Same for pow(x, 2.0) use pow2(x).

Never use `pow(2.0, lod)`. Poor precision and bad perf. Use `exp2(lod)` instead. Same for `pow(x, 2.0)` use `pow2(x)`.
pragma37 marked this conversation as resolved
@ -307,0 +307,4 @@
prop = RNA_def_property(srna, "shadow_resolution_scale", PROP_FLOAT, PROP_FACTOR);
RNA_def_property_range(prop, 0.0f, 2.0f);
RNA_def_property_ui_range(prop, 0.0f, 2.0f, 0.25f, 2);
RNA_def_property_ui_text(prop, "Shadow Resolution Scale", "Bias the Shadow Map resolution");

This needs more attention. This can be polished later with the UI team.

However, it should already be stated that:

  • 0 means the lowest possible resolution.
  • 1 tries to match screen pixel density.
  • 2 is double the resolution.

I don't know if it should be mentioned in the tooltip that this is also affected by the simplify option.

This needs more attention. This can be polished later with the UI team. However, it should already be stated that: - `0` means the lowest possible resolution. - `1` tries to match screen pixel density. - `2` is double the resolution. I don't know if it should be mentioned in the tooltip that this is also affected by the simplify option.
Author
Member

I've updated the tooltip to :

Scale the Shadow Map target resolution, where 1.0 tries to match shadow map and screen pixel density. (The scale is applied on top of the scene Simplify Shadow Resolution)

I think that kind of covers all your suggestions without being overly wordy, but feel free to suggest an alternative.

I've updated the tooltip to : > Scale the Shadow Map target resolution, where 1.0 tries to match shadow map and screen pixel density. (The scale is applied on top of the scene Simplify Shadow Resolution) I think that kind of covers all your suggestions without being overly wordy, but feel free to suggest an alternative.
pragma37 marked this conversation as resolved
Miguel Pozo added 3 commits 2024-03-14 20:21:50 +01:00
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Not too sold on using blue noise for the filter offset:

Blue Noise IGN
imagen imagen

It may improve the per-sample flickering, but the final image looks worse IMO.

Not too sold on using blue noise for the filter offset: | Blue Noise | IGN | | --- | --- | | ![imagen](/attachments/841d07b5-3d99-41ef-9f0c-4e32125762fb) | ![imagen](/attachments/c69d2cb3-c707-42f2-82e5-2d1614bc56fb) | It may improve the per-sample flickering, but the final image looks worse IMO.

If the noise persists at higher sample count (in F12 render) then it's some correlation artifacts. You can try using another layer of the blue noise (the alpha), you can try scrambling the resulting numbers quite more using noise = fract(noise * 6.1803398875) (but that doesn't do miracle).

But to be honest, in my tests, the code I gave you in the previous comment did yield a noise free result with enough sample. I know it combines 2 RNG offsets and that looks weird but it is worth a try.

If you are only comparing a low amount of samples (<200) then yes, the result can look noisier than IGN since the random numbers are using leaped Halton sequences that has very slow convergence.

If the noise persists at higher sample count (in F12 render) then it's some correlation artifacts. You can try using another layer of the blue noise (the alpha), you can try scrambling the resulting numbers quite more using `noise = fract(noise * 6.1803398875)` (but that doesn't do miracle). But to be honest, in my tests, the code I gave you in the previous comment did yield a noise free result with enough sample. I know it combines 2 RNG offsets and that looks weird but it is worth a try. If you are only comparing a low amount of samples (<200) then yes, the result can look noisier than IGN since the random numbers are using leaped Halton sequences that has very slow convergence.
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Member

Yes, those images were taken at 64 samples IIRC. The blue noise eventually converges, but it needs more samples to look ok.

Take into account that this is essentially an optimization feature.
If lowering render times comes at the cost of heavily increasing the number of samples needed, then there's no point in using it.

Yes, those images were taken at 64 samples IIRC. The blue noise eventually converges, but it needs more samples to look ok. Take into account that this is essentially an optimization feature. If lowering render times comes at the cost of heavily increasing the number of samples needed, then there's no point in using it.
Miguel Pozo added 3 commits 2024-03-15 16:29:49 +01:00
Clément Foucault approved these changes 2024-03-20 09:21:58 +01:00
Clément Foucault left a comment
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I think this is good to go. (after fixing the conflicts obviously)

I think this is good to go. (after fixing the conflicts obviously)
Miguel Pozo added 2 commits 2024-03-20 15:52:17 +01:00
Miguel Pozo merged commit 0c8b96d1e0 into main 2024-03-20 15:54:51 +01:00
Miguel Pozo deleted branch pull-eevee-shadow-resolution-scale 2024-03-20 15:54:53 +01:00
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Reference: blender/blender#119436
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