Fix: difference of transmissive closures in EEVEE blended and dithered mode #125233

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Weizhen Huang wants to merge 4 commits from weizhen/blender:fix-eevee-translucent-refraction into main

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This fixes two bugs:

  1. for transmissive closures, blended mode square the color, and
    dithered square the color, weight and the pdf. Both were wrong.
    The correct way is to square the color and weight, but divide the
    pdf (closure_color_weight / total_weight) only once.
  2. 3fcd80db68 normalized the color after picking the closure, which
    doesn't work for transmissive closures, where we apply the color and
    weight twice. Therefore, delay the division until when evaluating the
    picked closure. This fixes #125219.
This fixes two bugs: 1. for transmissive closures, blended mode square the color, and dithered square the color, weight and the pdf. Both were wrong. The correct way is to square the color and weight, but divide the pdf (`closure_color_weight / total_weight`) only once. 2. 3fcd80db68 normalized the color after picking the closure, which doesn't work for transmissive closures, where we apply the color and weight twice. Therefore, delay the division until when evaluating the picked closure. This fixes #125219.
Weizhen Huang added 1 commit 2024-07-22 16:20:43 +02:00
The color was normalized after picking the closure, which doesn't work
for translucent and refraction closures, where the color is applied
twice.
Therefore, delay the division until when evaluating the picked closure.
Weizhen Huang added this to the Viewport & EEVEE project 2024-07-22 16:20:47 +02:00
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@fclem can you check the compilation on Linux, or is blender-bot build supposed to capture compilation failure?

@fclem can you check the compilation on Linux, or is blender-bot build supposed to capture compilation failure?
Weizhen Huang added 2 commits 2024-07-22 20:08:13 +02:00
Weizhen Huang changed title from Fix #125219: Translucent BSDF in Blended mode has wrong weight to WIP: Fix #125219: Translucent BSDF in Blended mode has wrong weight 2024-07-22 20:08:16 +02:00
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Turns out that blended and dithered already looked different before my change, but it was only obvious at grazing angles or when the closure weight is small:

4.2 Dithered Blended Cycles
Glass with 0.1 weight dithered.png blended.png cycles.png

The choice to square color and weight (which includes the closure weight and Fresnel), because this is what Cycles does (albeit a better Fresnel).

Turns out that blended and dithered already looked different before my change, but it was only obvious at grazing angles or when the closure weight is small: | 4.2| Dithered | Blended | Cycles | -------- | -------- | -------- |--| | Glass with 0.1 weight | ![dithered.png](/attachments/ebc16959-1c2a-4ec1-8a3a-f6e990bbdc16)|![blended.png](/attachments/6c9e08d9-5bce-4e74-be2c-36baee9b17c1)|![cycles.png](/attachments/1042acec-ed9b-4418-85be-cef5122bcc79)| The choice to square color and weight (which includes the closure weight and Fresnel), because this is what Cycles does (albeit a better Fresnel).
Weizhen Huang requested review from Clément Foucault 2024-07-22 20:26:32 +02:00
Weizhen Huang added 1 commit 2024-07-22 21:12:33 +02:00
Weizhen Huang changed title from WIP: Fix #125219: Translucent BSDF in Blended mode has wrong weight to Fix: difference of transmissive closures in EEVEE blended and dithered mode 2024-07-22 21:21:03 +02:00
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Member

EEVEE should either have the option to test everything with both dithered and blended mode, or have some dedicated test as the attached one:

EEVEE 4.2 EEVEE PR Cycles
Screenshot 2024-07-22 at 22.15.35.png Screenshot 2024-07-22 at 22.15.45.png Screenshot 2024-07-22 at 22.15.55.png
EEVEE should either have the option to test everything with both dithered and blended mode, or have some dedicated test as the attached one: | EEVEE 4.2 | EEVEE PR | Cycles| | -------- | -------- | -------- | | ![Screenshot 2024-07-22 at 22.15.35.png](/attachments/c56e1ee6-8369-426f-8eff-019786e13ec1)|![Screenshot 2024-07-22 at 22.15.45.png](/attachments/669b6b51-4757-49d8-b216-5ccf7812f997)|![Screenshot 2024-07-22 at 22.15.55.png](/attachments/fde0767d-e021-4a62-99b2-d61fe2f5976e)|
Author
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Ok so this fix is also biased, because we are computing the sum of squares, which is not the same as the square of sums

EEVEE PR Cycles EEVEE 4.2 EEVEE main
pr.png cycles.png 4.2.png main.png

Seems that PR still performs better in most cases. The most obvious difference is when mixing glass with glass (lower left)

Ok so this fix is also biased, because we are computing the sum of squares, which is not the same as the square of sums |EEVEE PR| Cycles | EEVEE 4.2 |EEVEE main| | -------- | -------- | -------- |--| | ![pr.png](/attachments/767a70dd-e9d7-4093-b8be-581f1db2809e) | ![cycles.png](/attachments/66ea962b-866d-497d-9666-800a8e058161) | ![4.2.png](/attachments/116cd78c-8bb9-486e-9996-afea6e0df387) |![main.png](/attachments/b44e7f0e-0a25-4102-b411-e8fab4b58b07)| Seems that PR still performs better in most cases. The most obvious difference is when mixing glass with glass (lower left)
Author
Member

I think the proper way would be to pick the closure twice using different random numbers, and multiply the resolved result. This way we are estimating the square of the sums.
Potential problem is that we might need an additional bin for that. I will try this in another PR.

I think the proper way would be to pick the closure twice using different random numbers, and multiply the resolved result. This way we are estimating the square of the sums. Potential problem is that we might need an additional bin for that. I will try this in another PR.
Weizhen Huang closed this pull request 2024-07-24 12:27:47 +02:00

Pull request closed

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Reference: blender/blender#125233
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