[3013] | 1 | 1) change shader system: look into fx files
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| 2 | 2) tone mapping
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| 3 | bloom (gaussian blur)
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| 4 | use downsampling: first 4x4 to luminance then 3 times further to 1x1
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| 5 | use 3 new render render targets for this
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| 6 |
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| 7 | 3) mrt channels:
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| 8 |
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| 9 | 2 mrts:
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| 10 |
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| 11 | mrt 1: rgba color + emmissive / luminance
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| 12 | mrt 2: world pos + projected depth
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| 13 | mrt 3: normals + w coordinate
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| 14 | mrt 4: flip-flop for mrt1
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| 15 |
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| 16 |
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| 17 | 4) idea: donwsample color texture for ao
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| 18 |
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| 19 | 5) use depth formula on projected depth (or use linear depth)
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| 20 | in order to combine ao + diffuse lookup into on texture lookup
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| 21 |
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| 22 |
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| 23 | reorder mrts:
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| 24 |
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| 25 | mrt 1: rgba color + projected depth
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| 26 | mrt 2: luminance
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| 27 | mrt 3: normals + w coordinate
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| 28 | mrt 4: flip-flop with mrt1 / store luminance after ssao
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| 29 |
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| 30 |
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| 31 | 6) render sun disc
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| 32 |
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| 33 |
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[3081] | 34 |
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| 35 | ssao:
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| 36 |
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| 37 | 1) implement bilateral filtering
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| 38 | 2) check physical properties
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| 39 |
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| 40 | paper of 2007 arikan formula:
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| 41 |
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| 42 | SW(P, C, r) = 2 * pi * (1 - cos(asin (r / |PC|)))
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| 43 |
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| 44 | but not working properly!
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| 45 |
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| 46 | 3) normal mapping
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| 47 |
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| 48 |
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| 49 | problems:
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| 50 |
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| 51 | 4) update of converged regions
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| 52 |
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| 53 | something could become visible
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| 54 |
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| 55 | a) from outside
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| 56 | b) from previously occluded regions
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| 57 |
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| 58 | a) could use ratio of samples outside current frame / last frame
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| 59 | but slows donw code
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| 60 |
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| 61 | 5) dynamic objects:
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| 62 |
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| 63 | a) make ao stick on object: this should
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| 64 | be possible somehow, as the information is still available!!
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| 65 |
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| 66 | tried to use difference of ao intensity between previous and
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| 67 | current frame to find out if pixel ao is not valid anymore.
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| 68 | but problems as some flickering was introduced while update of
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| 69 | dynamic objects was not fast enough (annoying grey fade effect)
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| 70 |
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| 71 | b) fix the contact shadow on the floor:
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| 72 |
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| 73 | check when pixel not valid anymore: do that by checking for each
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| 74 | sample if they were invalidated recently. if so, then invalidate
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| 75 | current pixel ao. for each point, theoretically you don't have
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| 76 | to compare the depth of the current pixel, but the depth of the
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[3120] | 77 | samples taken for ao
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| 78 |
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| 79 |
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| 80 | idea for incorporation of dynamic objects:
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| 81 |
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| 82 | store object id with render target
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| 83 | for each object we know the trafo
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| 84 | when doing the back projection =>
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| 85 |
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| 86 | as usual:
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| 87 | we have the world space position of the current pixel
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| 88 | find pixel from last frame using the old projection view trafo
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| 89 |
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| 90 | but now we first apply the inverse transformation that brought the
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| 91 | last pixel to the current pixel and then the old projection view!!
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| 92 |
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| 93 | => now we do the equality comparison as usual
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| 94 |
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| 95 |
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| 96 | for reducing flickering:
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| 97 |
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| 98 |
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[3172] | 99 | keep chain of kernels constant based on the state of convergence=>
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| 100 |
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| 101 | only use a single kernel, rotate based on noise texture
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| 102 | we use fixed offset into the noise texture based on the #frames samples were accumulated
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| 103 |
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| 104 | problem:
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| 105 |
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