vk: rt: add experimental second Á-Trous pass for indirect diffuse

Now indirect diffuse channel gets blurred with 2 Á-Trous passes. It
mostly follows the paper, except for Σd_i, which gives very bad
viusal artifacts.
This commit is contained in:
Ivan Avdeev 2024-02-01 10:36:34 -05:00
parent a56e6a42a5
commit aaa6de330c
5 changed files with 163 additions and 63 deletions

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@ -1,19 +1,24 @@
## Next
- [ ] add white furnace render test
- [ ] temporal glitches with dontBlurSamples() and ATrous
- [ ] fix no-hit bounce absent legacy blending
- [ ] -vkdbgprintf or something
- [ ] add white furnace render test
- [ ] add new channels to render tests
- [ ] temporal glitches with dontBlurSamples() and ATrous
- [ ] -vkdbgprintf or something for explicitly turning shader debug printfs
- [ ] performance profiling and comparison
## 2024-02-01 E371
- [x] tune A-Trous step widths for different channels
- [x] multiple passes -- core of the paper lol
# Previously
## 2024-01-29 E370
- [x] bounce > 1 brighness
- [ ] tune A-Trous step widths for different channels
- [x] tune parameters
- [x] "cone width"
- [ ] different parameters/radii for different channels
- [ ] multiple passes
- [x] different parameters/radii for different channels
- [ ] multiple passes -- core of the paper lol
# Previously
## 2024-01-26 E369
- [x] white furnace test
- [x] do it using display_only mode

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@ -0,0 +1,48 @@
#ifndef ATROUS_CONSTS_DECLARED
#define ATROUS_CONSTS_DECLARED
#include "utils.glsl"
// https://jo.dreggn.org/home/2010_atrous.pdf
// https://www.shadertoy.com/view/ldKBzG
#define ATROUS_KERNEL_WIDTH 5
#define ATROUS_KERNEL_HALF 2
const float kATrousKernel[ATROUS_KERNEL_WIDTH] = { 1./16., 1./4., 3./8., 1./4., 1./16. };
// Depends on:
// - image2D normals_gs
// - image2D position_t
float aTrousSampleWeigth(const ivec2 res, const ivec2 pix, vec3 pos, vec3 shading_normal, ivec2 offset, int step_width, int pix_scale, float phi_normal, float phi_pos, out ivec2 p) {
const float x_kernel = kATrousKernel[offset.x];
const float y_kernel = kATrousKernel[offset.y];
const float inv_step_width_sq = 1. / float(step_width * step_width);
p = pix + (offset - ivec2(ATROUS_KERNEL_HALF)) * step_width;
const ivec2 p_scaled = p * pix_scale;
if (any(greaterThanEqual(p_scaled, res)) || any(lessThan(p_scaled, ivec2(0)))) {
return 0.;
}
// Weight normals
const vec4 ngs = imageLoad(normals_gs, p_scaled);
const vec3 sample_shading_normal = normalDecode(ngs.zw);
// TODO should we go geometry_normal too?
const vec3 sn_diff = sample_shading_normal - shading_normal;
const float sn_dist2 = max(dot(sn_diff,sn_diff) * inv_step_width_sq, 0.);
const float weight_sn = min(exp(-(sn_dist2)/phi_normal), 1.0);
// Weight positions
const vec3 sample_position = imageLoad(position_t, p_scaled).xyz;
const vec3 p_diff = sample_position - pos;
//Original paper: const float p_dist2 = dot(p_diff, p_diff);
const float p_dist2 = max(dot(p_diff,p_diff) * inv_step_width_sq, 0.);
const float weight_pos = min(exp(-(p_dist2)/phi_pos),1.0);
const float weight = (weight_pos * weight_sn) * x_kernel * y_kernel;
return weight;
}
#endif // ifndef ATROUS_CONSTS_DECLARED

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@ -28,24 +28,26 @@ layout(set = 0, binding = 10, rgba32f) uniform readonly image2D geometry_prev_po
layout(set = 0, binding = 11) uniform UBO { UniformBuffer ubo; } ubo;
layout(set = 0, binding = 12, rgba16f) uniform readonly image2D indirect_diffuse;
layout(set = 0, binding = 13, rgba16f) uniform readonly image2D indirect_specular;
layout(set = 0, binding = 13, rgba16f) uniform readonly image2D indirect_diffuse_atrous1;
layout(set = 0, binding = 14, rgba16f) uniform readonly image2D indirect_specular;
layout(set = 0, binding = 14, rgba16f) uniform image2D out_temporal_diffuse;
layout(set = 0, binding = 15, rgba16f) uniform image2D prev_temporal_diffuse;
layout(set = 0, binding = 15, rgba16f) uniform image2D out_temporal_diffuse;
layout(set = 0, binding = 16, rgba16f) uniform image2D prev_temporal_diffuse;
layout(set = 0, binding = 16, rgba16f) uniform image2D out_temporal_specular;
layout(set = 0, binding = 17, rgba16f) uniform image2D prev_temporal_specular;
layout(set = 0, binding = 17, rgba16f) uniform image2D out_temporal_specular;
layout(set = 0, binding = 18, rgba16f) uniform image2D prev_temporal_specular;
//#define DEBUG_NOISE
#ifdef DEBUG_NOISE
layout(set = 0, binding = 18) uniform sampler3D blue_noise_texture;
layout(set = 0, binding = 19) uniform sampler3D blue_noise_texture;
#include "bluenoise.glsl"
#endif
layout(set = 0, binding = 19, rgba16f) uniform readonly image2D legacy_blend;
layout(set = 0, binding = 20, rgba16f) uniform readonly image2D legacy_blend;
//layout(set = 0, binding = 20) uniform sampler2D textures[MAX_TEXTURES];
//layout(set = 0, binding = 21) uniform sampler2D textures[MAX_TEXTURES];
#include "atrous.glsl"
const int INDIRECT_SCALE = 2;
@ -146,43 +148,6 @@ Components boxBlurSamples(ivec2 res, ivec2 pix) {
return c;
}
// https://jo.dreggn.org/home/2010_atrous.pdf
// https://www.shadertoy.com/view/ldKBzG
#define ATROUS_KERNEL_WIDTH 5
#define ATROUS_KERNEL_HALF 2
const float kATrousKernel[ATROUS_KERNEL_WIDTH] = { 1./16., 1./4., 3./8., 1./4., 1./16. };
float aTrousSampleWeigth(const ivec2 res, const ivec2 pix, vec3 pos, vec3 shading_normal, ivec2 offset, int step_width, float phi_normal, float phi_pos, out ivec2 p) {
const float x_kernel = kATrousKernel[offset.x];
const float y_kernel = kATrousKernel[offset.y];
const float inv_step_width_sq = 1. / float(step_width * step_width);
p = pix + (offset - ivec2(ATROUS_KERNEL_HALF)) * step_width;
if (any(greaterThanEqual(p, res)) || any(lessThan(p, ivec2(0)))) {
return 0.;
}
// Weight normals
vec3 sample_geometry_normal, sample_shading_normal;
readNormals(p, sample_geometry_normal, sample_shading_normal);
// TODO should we go geometry_normal too?
const vec3 sn_diff = sample_shading_normal - shading_normal;
const float sn_dist2 = max(dot(sn_diff,sn_diff) * inv_step_width_sq, 0.);
const float weight_sn = min(exp(-(sn_dist2)/phi_normal), 1.0);
// Weight positions
const vec3 sample_position = imageLoad(position_t, p).xyz;
const vec3 p_diff = sample_position - pos;
//Original paper: const float p_dist2 = dot(p_diff, p_diff);
const float p_dist2 = max(dot(p_diff,p_diff) * inv_step_width_sq, 0.);
const float weight_pos = min(exp(-(p_dist2)/phi_pos),1.0);
const float weight = (weight_pos * weight_sn) * x_kernel * y_kernel;
return weight;
}
Components blurATrous(const ivec2 res, const ivec2 pix, vec3 pos, vec3 shading_normal, vec3 geometry_normal) {
Components c;
c.direct_diffuse = c.direct_specular = c.indirect_diffuse = c.indirect_specular = vec3(0.);
@ -191,6 +156,7 @@ Components blurATrous(const ivec2 res, const ivec2 pix, vec3 pos, vec3 shading_n
float weight_total_specular = 0.;
float weight_total_indirect_diffuse = 0.;
float weight_total_indirect_specular = 0.;
vec3 indirect_diffuse_c2 = vec3(0.);
const ivec2 res_scaled = res / INDIRECT_SCALE;
for (int x = 0; x <= ATROUS_KERNEL_WIDTH; ++x) {
for (int y = 0; y <= ATROUS_KERNEL_WIDTH; ++y) {
@ -202,7 +168,7 @@ Components blurATrous(const ivec2 res, const ivec2 pix, vec3 pos, vec3 shading_n
const int step_width = 3;
ivec2 p;
const float weight = aTrousSampleWeigth(
res, pix, pos, shading_normal, offset, step_width, sn_phi, p_phi, p);
res, pix, pos, shading_normal, offset, step_width, 1, sn_phi, p_phi, p);
if (weight > 0.) {
weight_total_diffuse += weight;
@ -219,7 +185,7 @@ Components blurATrous(const ivec2 res, const ivec2 pix, vec3 pos, vec3 shading_n
const int step_width = 1;
ivec2 p;
const float weight = aTrousSampleWeigth(
res, pix, pos, shading_normal, offset, step_width, sn_phi, p_phi, p);
res, pix, pos, shading_normal, offset, step_width, 1, sn_phi, p_phi, p);
if (weight > 0.) {
weight_total_specular += weight;
@ -233,17 +199,17 @@ Components blurATrous(const ivec2 res, const ivec2 pix, vec3 pos, vec3 shading_n
{
const float sn_phi = .5;
const float p_phi = 3.;
const int step_width = 3;
const int step_width = 2;
ivec2 p;
const float weight = aTrousSampleWeigth(
res, pix, pos, shading_normal, offset, step_width, sn_phi, p_phi, p);
res, pix, pos, shading_normal, offset, step_width, 1, sn_phi, p_phi, p);
if (weight > 0.) {
const ivec2 p_indirect = p / INDIRECT_SCALE;
const bool do_indirect = all(lessThan(p_indirect, res_scaled)) && all(greaterThanEqual(p_indirect, ivec2(0)));
const ivec2 p_scaled = p / INDIRECT_SCALE;
const bool do_indirect = all(lessThan(p_scaled, res_scaled));
if (do_indirect) {
weight_total_indirect_diffuse += weight;
c.indirect_diffuse += imageLoad(indirect_diffuse, p_indirect).rgb * weight;
indirect_diffuse_c2 += imageLoad(indirect_diffuse_atrous1, p_scaled).rgb * weight;
}
}
}
@ -255,14 +221,14 @@ Components blurATrous(const ivec2 res, const ivec2 pix, vec3 pos, vec3 shading_n
const int step_width = 1;
ivec2 p;
const float weight = aTrousSampleWeigth(
res, pix, pos, shading_normal, offset, step_width, sn_phi, p_phi, p);
res, pix, pos, shading_normal, offset, step_width, 1, sn_phi, p_phi, p);
if (weight > 0.) {
const ivec2 p_indirect = p / INDIRECT_SCALE;
const bool do_indirect = all(lessThan(p_indirect, res_scaled)) && all(greaterThanEqual(p_indirect, ivec2(0)));
const ivec2 p_scaled = p / INDIRECT_SCALE;
const bool do_indirect = all(lessThan(p_scaled, res_scaled));
if (do_indirect) {
weight_total_indirect_specular += weight;
c.indirect_specular += imageLoad(indirect_specular, p_indirect).rgb * weight;
c.indirect_specular += imageLoad(indirect_specular, p_scaled).rgb * weight;
}
}
}
@ -276,8 +242,18 @@ Components blurATrous(const ivec2 res, const ivec2 pix, vec3 pos, vec3 shading_n
c.direct_diffuse *= one_over_weight_diffuse;
c.direct_specular *= one_over_weight_specular;
c.indirect_diffuse *= one_over_weight_indirect_diffuse;
indirect_diffuse_c2 *= one_over_weight_indirect_diffuse;
c.indirect_specular *= one_over_weight_indirect_specular;
const vec3 indirect_diffuse_c0 = imageLoad(indirect_diffuse, pix / INDIRECT_SCALE).rgb;
const vec3 indirect_diffuse_c1 = imageLoad(indirect_diffuse_atrous1, pix / INDIRECT_SCALE).rgb;
const vec3 d0 = indirect_diffuse_c1 - indirect_diffuse_c0;
const vec3 d1 = indirect_diffuse_c2 - indirect_diffuse_c1;
// TODO(or not todo): The Á-Trous paper mentions that it should be c2 + d1 + d0, but
// it gives horrible artifacts. Either I'm misreading the paper, or something else is broken here,
// Using just c2 seems fine enough (although still not up to original paper image quality)
c.indirect_diffuse = indirect_diffuse_c2;// + d1 + d0;
return c;
}

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@ -0,0 +1,68 @@
#version 460
//#include "debug.glsl"
//#include "utils.glsl"
#define GLSL
#include "ray_interop.h"
#undef GLSL
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout(set = 0, binding = 0) uniform UBO { UniformBuffer ubo; } ubo;
layout(set = 0, binding = 1, rgba16f) uniform image2D out_indirect_diffuse_atrous1;
layout(set = 0, binding = 2, rgba32f) uniform readonly image2D position_t;
layout(set = 0, binding = 3, rgba16f) uniform readonly image2D normals_gs;
layout(set = 0, binding = 4, rgba16f) uniform readonly image2D indirect_diffuse;
#include "atrous.glsl"
const int INDIRECT_SCALE = 2;
void main() {
const ivec2 res = ubo.ubo.res;
const ivec2 pix = ivec2(gl_GlobalInvocationID);
const ivec2 res_scaled = res / INDIRECT_SCALE;
if (any(greaterThanEqual(pix, res_scaled))) {
return;
}
const vec3 pos = imageLoad(position_t, pix * INDIRECT_SCALE).xyz;
const vec3 shading_normal = normalDecode(imageLoad(normals_gs, pix * INDIRECT_SCALE).zw);
vec3 indiff = vec3(0.);
float weight_total_indirect_diffuse = 0.;
for (int x = 0; x <= ATROUS_KERNEL_WIDTH; ++x) {
for (int y = 0; y <= ATROUS_KERNEL_WIDTH; ++y) {
const ivec2 offset = ivec2(x, y);
// 3. Indirect diffuse
{
const float sn_phi = .5;
const float p_phi = 3.;
const int step_width = 1;
ivec2 p;
const float weight = aTrousSampleWeigth(
res, pix, pos, shading_normal, offset, step_width, INDIRECT_SCALE, sn_phi, p_phi, p);
if (weight > 0.) {
const bool do_indirect = all(lessThan(p, res_scaled));
if (do_indirect) {
weight_total_indirect_diffuse += weight;
indiff += imageLoad(indirect_diffuse, p).rgb * weight;
}
}
}
} // for y
} // for x
const float one_over_weight_indirect_diffuse = weight_total_indirect_diffuse == 0. ? 0 : 1. / weight_total_indirect_diffuse;
indiff *= one_over_weight_indirect_diffuse;
//indiff = imageLoad(indirect_diffuse, pix).rgb;
imageStore(out_indirect_diffuse_atrous1, pix, vec4(indiff, 0./*unused*/));
}

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@ -38,6 +38,9 @@
"bounce": {
"comp": "bounce"
},
"indiff_at1": {
"comp": "indirect_diffuse_atrous1"
},
"denoiser": {
"comp": "denoiser"
},