Improve quality for atlas sampling

This commit is contained in:
Wojciech Figat
2022-04-11 10:36:39 +02:00
parent 52245d36d6
commit bd48829a09
3 changed files with 20 additions and 14 deletions

View File

@@ -242,7 +242,7 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
PROFILE_GPU_CPU("Global Surface Atlas");
// TODO: configurable via graphics settings
const int32 resolution = 4096;
const int32 resolution = 2048;
const float resolutionInv = 1.0f / resolution;
// TODO: configurable via postFx settings (maybe use Global SDF distance?)
const float distance = 20000;
@@ -601,6 +601,7 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
result.Atlas[3] = surfaceAtlasData.AtlasGBuffer2;
result.Atlas[4] = surfaceAtlasData.AtlasDirectLight;
result.Objects = surfaceAtlasData.ObjectsBuffer.GetBuffer();
result.GlobalSurfaceAtlas.Resolution = (float)resolution;
result.GlobalSurfaceAtlas.ObjectsCount = surfaceAtlasData.Objects.Count();
surfaceAtlasData.Result = result;
return false;

View File

@@ -13,7 +13,8 @@ public:
// Constant buffer data for Global Surface Atlas access on a GPU.
PACK_STRUCT(struct GlobalSurfaceAtlasData
{
Vector3 Padding;
Vector2 Padding;
float Resolution;
uint32 ObjectsCount;
});

View File

@@ -5,7 +5,7 @@
// This must match C++
#define GLOBAL_SURFACE_ATLAS_OBJECT_SIZE (5 + 6 * 5) // Amount of float4s per-object
#define GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD 0.25f // Cut-off value for tiles transitions blending during sampling
#define GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD 0.1f // Cut-off value for tiles transitions blending during sampling
struct GlobalSurfaceTile
{
@@ -74,7 +74,8 @@ GlobalSurfaceTile LoadGlobalSurfaceAtlasTile(Buffer<float4> objects, uint object
// Global Surface Atlas data for a constant buffer
struct GlobalSurfaceAtlasData
{
float3 Padding;
float2 Padding;
float Resolution;
uint ObjectsCount;
};
@@ -86,7 +87,7 @@ float3 SampleGlobalSurfaceAtlasTex(Texture2D atlas, float2 atlasUV, float4 bilin
return float3(dot(sampleX, bilinearWeights), dot(sampleY, bilinearWeights), dot(sampleZ, bilinearWeights));
}
float4 SampleGlobalSurfaceAtlasTile(GlobalSurfaceTile tile, Texture2D depth, Texture2D atlas, float3 worldPosition, float3 worldNormal, float surfaceThreshold)
float4 SampleGlobalSurfaceAtlasTile(const GlobalSurfaceAtlasData data, GlobalSurfaceTile tile, Texture2D depth, Texture2D atlas, float3 worldPosition, float3 worldNormal, float surfaceThreshold)
{
// Tile normal weight based on the sampling angle
float3 tileNormal = normalize(mul(worldNormal, (float3x3)tile.WorldToLocal));
@@ -103,12 +104,12 @@ float4 SampleGlobalSurfaceAtlasTile(GlobalSurfaceTile tile, Texture2D depth, Tex
float2 atlasUV = tileUV * tile.AtlasRectUV.zw + tile.AtlasRectUV.xy;
// Calculate bilinear weights
float2 bilinearWeightsUV = frac(atlasUV * data.Resolution + 0.5f);
float4 bilinearWeights;
bilinearWeights.x = (1.0 - tileUV.x) * (tileUV.y);
bilinearWeights.y = (tileUV.x) * (tileUV.y);
bilinearWeights.z = (tileUV.x) * (1 - tileUV.y);
bilinearWeights.w = (1 - tileUV.x) * (1 - tileUV.y);
bilinearWeights = saturate(bilinearWeights);
bilinearWeights.x = (1.0 - bilinearWeightsUV.x) * (bilinearWeightsUV.y);
bilinearWeights.y = (bilinearWeightsUV.x) * (bilinearWeightsUV.y);
bilinearWeights.z = (bilinearWeightsUV.x) * (1 - bilinearWeightsUV.y);
bilinearWeights.w = (1 - bilinearWeightsUV.x) * (1 - bilinearWeightsUV.y);
// Tile depth weight based on sample position occlusion
float4 tileZ = depth.Gather(SamplerLinearClamp, atlasUV, 0.0f);
@@ -116,7 +117,11 @@ float4 SampleGlobalSurfaceAtlasTile(GlobalSurfaceTile tile, Texture2D depth, Tex
float4 depthVisibility = 1.0f;
UNROLL
for (uint i = 0; i < 4; i++)
{
depthVisibility[i] = 1.0f - saturate((abs(tileDepth - tileZ[i]) - depthThreshold) / (0.5f * depthThreshold));
if (tileZ[i] >= 1.0f)
depthVisibility[i] = 0.0f;
}
float sampleWeight = normalWeight * dot(depthVisibility, bilinearWeights);
if (sampleWeight <= 0.0f)
return 0;
@@ -152,26 +157,25 @@ float4 SampleGlobalSurfaceAtlas(const GlobalSurfaceAtlasData data, Buffer<float4
// Sample tiles based on the directionality
// TODO: place enabled tiles mask in object data to skip reading disabled tiles
// TODO: sample 1/2/3 tiles with weight based on sample normal
float3 localNormal = normalize(mul(worldNormal, (float3x3)object.WorldToLocal));
float3 localNormalSq = localNormal * localNormal;
if (localNormalSq.x > GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD * GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD)
{
uint tileIndex = localNormal.x > 0.0f ? 0 : 1;
GlobalSurfaceTile tile = LoadGlobalSurfaceAtlasTile(objects, objectIndex, tileIndex);
result += SampleGlobalSurfaceAtlasTile(tile, depth, atlas, worldPosition, worldNormal, surfaceThreshold);
result += SampleGlobalSurfaceAtlasTile(data, tile, depth, atlas, worldPosition, worldNormal, surfaceThreshold);
}
if (localNormalSq.y > GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD * GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD)
{
uint tileIndex = localNormal.y > 0.0f ? 2 : 3;
GlobalSurfaceTile tile = LoadGlobalSurfaceAtlasTile(objects, objectIndex, tileIndex);
result += SampleGlobalSurfaceAtlasTile(tile, depth, atlas, worldPosition, worldNormal, surfaceThreshold);
result += SampleGlobalSurfaceAtlasTile(data, tile, depth, atlas, worldPosition, worldNormal, surfaceThreshold);
}
if (localNormalSq.z > GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD * GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD)
{
uint tileIndex = localNormal.z > 0.0f ? 4 : 5;
GlobalSurfaceTile tile = LoadGlobalSurfaceAtlasTile(objects, objectIndex, tileIndex);
result += SampleGlobalSurfaceAtlasTile(tile, depth, atlas, worldPosition, worldNormal, surfaceThreshold);
result += SampleGlobalSurfaceAtlasTile(data, tile, depth, atlas, worldPosition, worldNormal, surfaceThreshold);
}
}