Various DDGI improvements to the quality of the final effect

This commit is contained in:
Wojciech Figat
2022-06-06 15:04:58 +02:00
parent c147e3bff4
commit 5ee62be166
4 changed files with 100 additions and 70 deletions

View File

@@ -116,44 +116,6 @@ void CalculateVolumeRandomRotation(Matrix3x3& matrix)
matrix.M33 = 1.0f - 2.0f * u3;
}
int32 AbsFloor(const float value)
{
return value >= 0.0f ? (int32)Math::Floor(value) : (int32)Math::Ceil(value);
}
int32 GetSignNotZero(const float value)
{
return value >= 0.0f ? 1 : -1;
}
Vector3 GetVolumeOrigin(DDGICustomBuffer& ddgiData)
{
return ddgiData.ProbesOrigin + Vector3(ddgiData.ProbeScrollOffsets) * ddgiData.ProbesSpacing;
}
void CalculateVolumeScrolling(DDGICustomBuffer& ddgiData, const Vector3& viewOrigin)
{
// Reset the volume origin and scroll offsets for each axis
for (int32 axis = 0; axis < 3; axis++)
{
if (ddgiData.ProbeScrollOffsets.Raw[axis] != 0 && (ddgiData.ProbeScrollOffsets.Raw[axis] % ddgiData.ProbeCounts.Raw[axis] == 0))
{
ddgiData.ProbesOrigin.Raw[axis] += (float)ddgiData.ProbeCounts.Raw[axis] * ddgiData.ProbesSpacing * (float)ddgiData.ProbeScrollDirections.Raw[axis];
ddgiData.ProbeScrollOffsets.Raw[axis] = 0;
}
}
// Calculate the count of grid cells between the view origin and the scroll anchor
const Vector3 translation = viewOrigin - GetVolumeOrigin(ddgiData);
for (int32 axis = 0; axis < 3; axis++)
{
const int32 scroll = AbsFloor(translation.Raw[axis] / ddgiData.ProbesSpacing);
ddgiData.ProbeScrollOffsets.Raw[axis] += scroll;
ddgiData.ProbeScrollClear[axis] = scroll != 0;
ddgiData.ProbeScrollDirections.Raw[axis] = GetSignNotZero(translation.Raw[axis]);
}
}
String DynamicDiffuseGlobalIlluminationPass::ToString() const
{
return TEXT("DynamicDiffuseGlobalIlluminationPass");
@@ -294,6 +256,17 @@ bool DynamicDiffuseGlobalIlluminationPass::Render(RenderContext& renderContext,
const Vector3 probesDistance = Vector3(probesCounts) * giResolution;
const int32 probeRaysCount = Math::Min(Math::AlignUp(256, DDGI_TRACE_RAYS_GROUP_SIZE_X), DDGI_TRACE_RAYS_LIMIT); // TODO: make it based on the GI Quality
// Calculate view origin
Vector3 viewOrigin = renderContext.View.Position;
Vector3 viewDirection = renderContext.View.Direction;
const float probesDistanceMax = probesDistance.MaxValue();
const Vector2 viewRayHit = CollisionsHelper::LineHitsBox(viewOrigin, viewOrigin + viewDirection * (probesDistanceMax * 2.0f), viewOrigin - probesDistance, viewOrigin + probesDistance);
const float viewOriginOffset = viewRayHit.Y * probesDistanceMax * 0.8f;
viewOrigin += viewDirection * viewOriginOffset;
const float viewOriginSnapping = giResolution;
viewOrigin = Vector3::Floor(viewOrigin / viewOriginSnapping) * viewOriginSnapping;
//viewOrigin = Vector3::Zero;
// Init buffers
const int32 probesCount = probesCounts.X * probesCounts.Y * probesCounts.Z;
if (probesCount == 0 || indirectLightingIntensity <= ZeroTolerance)
@@ -308,6 +281,7 @@ bool DynamicDiffuseGlobalIlluminationPass::Render(RenderContext& renderContext,
ddgiData.ProbeRaysCount = probeRaysCount;
ddgiData.ProbesSpacing = giResolution;
ddgiData.ProbeCounts = probesCounts;
ddgiData.ProbesOrigin = viewOrigin;
// Allocate probes textures
uint64 memUsage = 0;
@@ -335,29 +309,36 @@ bool DynamicDiffuseGlobalIlluminationPass::Render(RenderContext& renderContext,
context->ClearUA(ddgiData.ProbesDistance, Vector4::Zero);
}
// Compute random rotation matrix for probe rays orientation (randomized every frame)
Matrix3x3 raysRotationMatrix;
CalculateVolumeRandomRotation(raysRotationMatrix);
// Compute scrolling (probes are placed around camera but are scrolling to increase stability during movement)
Vector3 viewOrigin = renderContext.View.Position;
Vector3 viewDirection = renderContext.View.Direction;
const float probesDistanceMax = probesDistance.MaxValue();
const Vector2 viewRayHit = CollisionsHelper::LineHitsBox(viewOrigin, viewOrigin + viewDirection * (probesDistanceMax * 2.0f), viewOrigin - probesDistance, viewOrigin + probesDistance);
const float viewOriginOffset = viewRayHit.Y * probesDistanceMax * 0.8f;
viewOrigin += viewDirection * viewOriginOffset;
const float viewOriginSnapping = giResolution;
viewOrigin = Vector3::Floor(viewOrigin / viewOriginSnapping) * viewOriginSnapping;
//viewOrigin = Vector3::Zero;
CalculateVolumeScrolling(ddgiData, viewOrigin);
{
// Reset the volume origin and scroll offsets for each axis
for (int32 axis = 0; axis < 3; axis++)
{
if (ddgiData.ProbeScrollOffsets.Raw[axis] != 0 && (ddgiData.ProbeScrollOffsets.Raw[axis] % ddgiData.ProbeCounts.Raw[axis] == 0))
{
ddgiData.ProbesOrigin.Raw[axis] += (float)ddgiData.ProbeCounts.Raw[axis] * ddgiData.ProbesSpacing * (float)ddgiData.ProbeScrollDirections.Raw[axis];
ddgiData.ProbeScrollOffsets.Raw[axis] = 0;
}
}
// Calculate the count of grid cells between the view origin and the scroll anchor
const Vector3 volumeOrigin = ddgiData.ProbesOrigin + Vector3(ddgiData.ProbeScrollOffsets) * ddgiData.ProbesSpacing;
const Vector3 translation = viewOrigin - volumeOrigin;
for (int32 axis = 0; axis < 3; axis++)
{
const float value = translation.Raw[axis] / ddgiData.ProbesSpacing;
const int32 scroll = value >= 0.0f ? (int32)Math::Floor(value) : (int32)Math::Ceil(value);
ddgiData.ProbeScrollOffsets.Raw[axis] += scroll;
ddgiData.ProbeScrollClear[axis] = scroll != 0;
ddgiData.ProbeScrollDirections.Raw[axis] = translation.Raw[axis] >= 0.0f ? 1 : -1;
}
}
// Upload constants
{
ddgiData.Result.Constants.ProbesOrigin = ddgiData.ProbesOrigin;
ddgiData.Result.Constants.ProbesSpacing = ddgiData.ProbesSpacing;
Quaternion& raysRotation = *(Quaternion*)&ddgiData.Result.Constants.RaysRotation;
Quaternion::RotationMatrix(raysRotationMatrix, raysRotation);
raysRotation.Conjugate();
ddgiData.Result.Constants.ProbesCounts[0] = probesCounts.X;
ddgiData.Result.Constants.ProbesCounts[1] = probesCounts.Y;
ddgiData.Result.Constants.ProbesCounts[2] = probesCounts.Z;
@@ -375,6 +356,13 @@ bool DynamicDiffuseGlobalIlluminationPass::Render(RenderContext& renderContext,
ddgiData.Result.ProbesDistance = ddgiData.ProbesDistance->View();
ddgiData.Result.ProbesIrradiance = ddgiData.ProbesIrradiance->View();
// Compute random rotation matrix for probe rays orientation (randomized every frame)
Matrix3x3 raysRotationMatrix;
CalculateVolumeRandomRotation(raysRotationMatrix);
Quaternion& raysRotation = *(Quaternion*)&ddgiData.Result.Constants.RaysRotation;
Quaternion::RotationMatrix(raysRotationMatrix, raysRotation);
raysRotation.Conjugate();
Data0 data;
data.DDGI = ddgiData.Result.Constants;
data.GlobalSDF = bindingDataSDF.Constants;