Improve DDGI irradiance sampling by skipping cascades with not enough active probes at the sample location

This commit is contained in:
Wojciech Figat
2022-06-15 10:37:03 +02:00
parent 84ddba5814
commit 62a39911dd

View File

@@ -124,6 +124,7 @@ float3 SampleDDGIIrradiance(DDGIData data, Texture2D<float4> probesState, Textur
{
// Select the highest cascade that contains the sample location
uint cascadeIndex = 0;
float4 probeStates[8];
for (; cascadeIndex < data.CascadesCount; cascadeIndex++)
{
float probesSpacing = data.ProbesOriginAndSpacing[cascadeIndex].w;
@@ -132,7 +133,26 @@ float3 SampleDDGIIrradiance(DDGIData data, Texture2D<float4> probesState, Textur
float fadeDistance = probesSpacing * 0.5f;
float cascadeWeight = saturate(Min3(probesExtent - abs(worldPosition - probesOrigin)) / fadeDistance);
if (cascadeWeight > dither) // Use dither to make transition smoother
break;
{
// Load probes state for this cascade
uint activeCount = 0;
uint3 baseProbeCoords = clamp(uint3((worldPosition - probesOrigin + probesExtent) / probesSpacing), uint3(0, 0, 0), data.ProbesCounts - uint3(1, 1, 1));
UNROLL
for (uint i = 0; i < 8; i++)
{
uint3 probeCoordsOffset = uint3(i, i >> 1, i >> 2) & 1;
uint3 probeCoords = clamp(baseProbeCoords + probeCoordsOffset, uint3(0, 0, 0), data.ProbesCounts - uint3(1, 1, 1));
uint probeIndex = GetDDGIScrollingProbeIndex(data, cascadeIndex, probeCoords);
float4 probeState = probesState.Load(int3(GetDDGIProbeTexelCoords(data, cascadeIndex, probeIndex), 0));
probeStates[i] = probeState;
if (probeState.w == DDGI_PROBE_STATE_ACTIVE)
activeCount++;
}
// Ensure there are some valid probes in this cascade
if (activeCount >= 3)
break;
}
}
if (cascadeIndex == data.CascadesCount)
return data.FallbackIrradiance;
@@ -159,7 +179,7 @@ float3 SampleDDGIIrradiance(DDGIData data, Texture2D<float4> probesState, Textur
uint probeIndex = GetDDGIScrollingProbeIndex(data, cascadeIndex, probeCoords);
// Load probe position and state
float4 probeState = probesState.Load(int3(GetDDGIProbeTexelCoords(data, cascadeIndex, probeIndex), 0));
float4 probeState = probeStates[i];
if (probeState.w == DDGI_PROBE_STATE_INACTIVE)
continue;
float3 probeBasePosition = baseProbeWorldPosition + ((probeCoords - baseProbeCoords) * probesSpacing);