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

@@ -119,7 +119,7 @@ void CS_Classify(uint3 DispatchThreadId : SV_DispatchThreadID)
probeState.xyz = float3(0, 0, 0);
}
}
RWProbesState[probeDataCoords] = probeState;
}
@@ -236,7 +236,8 @@ void CS_UpdateProbes(uint3 DispatchThreadId : SV_DispatchThreadID, uint GroupInd
uint coord = (probeCount + (scrollDirection ? (scrollOffset - 1) : (scrollOffset % probeCount))) % probeCount;
if (probeCoords[planeIndex] == coord)
{
// Skip scrolled probes
// Clear and skip scrolled probes
RWOutput[outputCoords] = float4(0, 0, 0, 0);
skip = true;
}
}
@@ -262,11 +263,7 @@ void CS_UpdateProbes(uint3 DispatchThreadId : SV_DispatchThreadID, uint GroupInd
}
GroupMemoryBarrierWithGroupSync();
if (skip)
{
// Clear probe
RWOutput[outputCoords] = float4(0, 0, 0, 0);
return;
}
// Calculate octahedral projection for probe (unwraps spherical projection into a square)
float2 octahedralCoords = GetOctahedralCoords(DispatchThreadId.xy, DDGI_PROBE_RESOLUTION);

View File

@@ -7,6 +7,7 @@
#define GLOBAL_SURFACE_ATLAS_CHUNKS_RESOLUTION 40 // Amount of chunks (in each direction) to split atlas draw distance for objects culling
#define GLOBAL_SURFACE_ATLAS_CHUNKS_GROUP_SIZE 4
#define GLOBAL_SURFACE_ATLAS_TILE_DATA_STRIDE 5 // Amount of float4s per-tile
#define GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD_ENABLED 1 // Enables using tile normal threshold to prevent sampling pixels behind the view point (but might cause back artifacts)
#define GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD 0.05f // Cut-off value for tiles transitions blending during sampling
#define GLOBAL_SURFACE_ATLAS_TILE_PROJ_PLANE_OFFSET 0.1f // Small offset to prevent clipping with the closest triangles (shifts near and far planes)
@@ -108,12 +109,14 @@ float3 SampleGlobalSurfaceAtlasTex(Texture2D atlas, float2 atlasUV, float4 bilin
float4 SampleGlobalSurfaceAtlasTile(const GlobalSurfaceAtlasData data, GlobalSurfaceTile tile, Texture2D depth, Texture2D atlas, float3 worldPosition, float3 worldNormal, float surfaceThreshold)
{
#if GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD_ENABLED
// Tile normal weight based on the sampling angle
float3 tileNormal = normalize(mul(worldNormal, (float3x3)tile.WorldToLocal));
float normalWeight = saturate(dot(float3(0, 0, -1), tileNormal));
normalWeight = (normalWeight - GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD) / (1.0f - GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD);
if (normalWeight <= 0.0f)
return 0;
#endif
// Get tile UV and depth at the world position
float3 tilePosition = mul(float4(worldPosition, 1), tile.WorldToLocal).xyz;
@@ -141,7 +144,10 @@ float4 SampleGlobalSurfaceAtlasTile(const GlobalSurfaceAtlasData data, GlobalSur
if (tileZ[i] >= 1.0f)
depthVisibility[i] = 0.0f;
}
float sampleWeight = normalWeight * dot(depthVisibility, bilinearWeights);
float sampleWeight = dot(depthVisibility, bilinearWeights);
#if GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD_ENABLED
sampleWeight *= normalWeight;
#endif
if (sampleWeight <= 0.0f)
return 0;
bilinearWeights = depthVisibility * bilinearWeights;
@@ -209,26 +215,65 @@ float4 SampleGlobalSurfaceAtlas(const GlobalSurfaceAtlasData data, ByteAddressBu
worldToLocal[2] *= invScale.z;
// Sample tiles based on the directionality
#if GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD_ENABLED
float3 localNormal = normalize(mul(worldNormal, worldToLocal));
float3 localNormalSq = localNormal * localNormal;
uint tileOffset = object.TileOffsets[localNormal.x > 0.0f ? 0 : 1];
if (localNormalSq.x > GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD * GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD && tileOffset != 0)
uint tileOffset = object.TileOffsets[localNormal.y > 0.0f ? 0 : 1];
if (localNormalSq.x > GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD * GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD && tileOffset != 0)
{
GlobalSurfaceTile tile = LoadGlobalSurfaceAtlasTile(culledObjects, objectAddress + tileOffset);
result += SampleGlobalSurfaceAtlasTile(data, tile, depth, atlas, worldPosition, worldNormal, surfaceThreshold);
}
tileOffset = object.TileOffsets[localNormal.y > 0.0f ? 2 : 3];
if (localNormalSq.y > GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD * GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD && tileOffset != 0)
{
GlobalSurfaceTile tile = LoadGlobalSurfaceAtlasTile(culledObjects, objectAddress + tileOffset);
result += SampleGlobalSurfaceAtlasTile(data, tile, depth, atlas, worldPosition, worldNormal, surfaceThreshold);
}
tileOffset = object.TileOffsets[localNormal.z > 0.0f ? 4 : 5];
if (localNormalSq.z > GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD * GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD && tileOffset != 0)
{
GlobalSurfaceTile tile = LoadGlobalSurfaceAtlasTile(culledObjects, objectAddress + tileOffset);
result += SampleGlobalSurfaceAtlasTile(data, tile, depth, atlas, worldPosition, worldNormal, surfaceThreshold);
}
#else
uint tileOffset = object.TileOffsets[0];
if (tileOffset != 0)
{
GlobalSurfaceTile tile = LoadGlobalSurfaceAtlasTile(culledObjects, objectAddress + tileOffset);
result += SampleGlobalSurfaceAtlasTile(data, tile, depth, atlas, worldPosition, worldNormal, surfaceThreshold);
}
tileOffset = object.TileOffsets[localNormal.y > 0.0f ? 2 : 3];
if (localNormalSq.y > GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD * GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD && tileOffset != 0)
tileOffset = object.TileOffsets[1];
if (tileOffset != 0)
{
GlobalSurfaceTile tile = LoadGlobalSurfaceAtlasTile(culledObjects, objectAddress + tileOffset);
result += SampleGlobalSurfaceAtlasTile(data, tile, depth, atlas, worldPosition, worldNormal, surfaceThreshold);
}
tileOffset = object.TileOffsets[localNormal.z > 0.0f ? 4 : 5];
if (localNormalSq.z > GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD * GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD && tileOffset != 0)
tileOffset = object.TileOffsets[2];
if (tileOffset != 0)
{
GlobalSurfaceTile tile = LoadGlobalSurfaceAtlasTile(culledObjects, objectAddress + tileOffset);
result += SampleGlobalSurfaceAtlasTile(data, tile, depth, atlas, worldPosition, worldNormal, surfaceThreshold);
}
tileOffset = object.TileOffsets[3];
if (tileOffset != 0)
{
GlobalSurfaceTile tile = LoadGlobalSurfaceAtlasTile(culledObjects, objectAddress + tileOffset);
result += SampleGlobalSurfaceAtlasTile(data, tile, depth, atlas, worldPosition, worldNormal, surfaceThreshold);
}
tileOffset = object.TileOffsets[4];
if (tileOffset != 0)
{
GlobalSurfaceTile tile = LoadGlobalSurfaceAtlasTile(culledObjects, objectAddress + tileOffset);
result += SampleGlobalSurfaceAtlasTile(data, tile, depth, atlas, worldPosition, worldNormal, surfaceThreshold);
}
tileOffset = object.TileOffsets[5];
if (tileOffset != 0)
{
GlobalSurfaceTile tile = LoadGlobalSurfaceAtlasTile(culledObjects, objectAddress + tileOffset);
result += SampleGlobalSurfaceAtlasTile(data, tile, depth, atlas, worldPosition, worldNormal, surfaceThreshold);
}
#endif
}
// Normalize result