Blur is now at occlusion resolution and added some bias to prevent AO on silhouettes

This commit is contained in:
Olivier Prat 2018-09-13 15:33:44 +02:00
parent 45b4881edc
commit 8006d7c052
4 changed files with 28 additions and 13 deletions

View file

@ -182,6 +182,7 @@ AmbientOcclusionEffectConfig::AmbientOcclusionEffectConfig() :
perspectiveScale{ 1.0f }, perspectiveScale{ 1.0f },
obscuranceLevel{ 0.5f }, obscuranceLevel{ 0.5f },
falloffBias{ 0.01f }, falloffBias{ 0.01f },
silhouetteRadius{ 0.3f },
edgeSharpness{ 1.0f }, edgeSharpness{ 1.0f },
blurDeviation{ 2.5f }, blurDeviation{ 2.5f },
numSpiralTurns{ 7.0f }, numSpiralTurns{ 7.0f },
@ -296,6 +297,11 @@ void AmbientOcclusionEffect::configure(const Config& config) {
current.w = (float)config.borderingEnabled; current.w = (float)config.borderingEnabled;
} }
if (config.silhouetteRadius != _aoParametersBuffer->getSilhouetteRadius()) {
auto& current = _aoParametersBuffer.edit().ditheringInfo;
current.y = (float)config.silhouetteRadius;
}
if (shouldUpdateGaussian) { if (shouldUpdateGaussian) {
updateGaussianDistribution(); updateGaussianDistribution();
} }
@ -312,12 +318,12 @@ void AmbientOcclusionEffect::updateBlurParameters() {
auto& hblur = _hblurParametersBuffer.edit(); auto& hblur = _hblurParametersBuffer.edit();
auto frameSize = _framebuffer->getSourceFrameSize(); auto frameSize = _framebuffer->getSourceFrameSize();
hblur.scaleHeight.x = 1.0f / (frameSize.x * resolutionScale); hblur.scaleHeight.x = 1.0f / frameSize.x;
hblur.scaleHeight.y = 1.0f / frameSize.x; hblur.scaleHeight.y = float(resolutionScale) / frameSize.x;
hblur.scaleHeight.z = frameSize.y / resolutionScale; hblur.scaleHeight.z = frameSize.y / resolutionScale;
vblur.scaleHeight.x = 1.0f / (frameSize.y * resolutionScale); vblur.scaleHeight.x = 1.0f / frameSize.y;
vblur.scaleHeight.y = 1.0f / frameSize.y; vblur.scaleHeight.y = float(resolutionScale) / frameSize.y;
vblur.scaleHeight.z = frameSize.y; vblur.scaleHeight.z = frameSize.y;
} }

View file

@ -63,6 +63,7 @@ class AmbientOcclusionEffectConfig : public render::GPUJobConfig::Persistent {
Q_PROPERTY(float radius MEMBER radius WRITE setRadius) Q_PROPERTY(float radius MEMBER radius WRITE setRadius)
Q_PROPERTY(float obscuranceLevel MEMBER obscuranceLevel WRITE setObscuranceLevel) Q_PROPERTY(float obscuranceLevel MEMBER obscuranceLevel WRITE setObscuranceLevel)
Q_PROPERTY(float falloffBias MEMBER falloffBias WRITE setFalloffBias) Q_PROPERTY(float falloffBias MEMBER falloffBias WRITE setFalloffBias)
Q_PROPERTY(float silhouetteRadius MEMBER silhouetteRadius WRITE setSilhouetteRadius)
Q_PROPERTY(float edgeSharpness MEMBER edgeSharpness WRITE setEdgeSharpness) Q_PROPERTY(float edgeSharpness MEMBER edgeSharpness WRITE setEdgeSharpness)
Q_PROPERTY(float blurDeviation MEMBER blurDeviation WRITE setBlurDeviation) Q_PROPERTY(float blurDeviation MEMBER blurDeviation WRITE setBlurDeviation)
Q_PROPERTY(float numSpiralTurns MEMBER numSpiralTurns WRITE setNumSpiralTurns) Q_PROPERTY(float numSpiralTurns MEMBER numSpiralTurns WRITE setNumSpiralTurns)
@ -79,6 +80,7 @@ public:
void setRadius(float newRadius) { radius = std::max(0.01f, newRadius); emit dirty(); } void setRadius(float newRadius) { radius = std::max(0.01f, newRadius); emit dirty(); }
void setObscuranceLevel(float level) { obscuranceLevel = std::max(0.01f, level); emit dirty(); } void setObscuranceLevel(float level) { obscuranceLevel = std::max(0.01f, level); emit dirty(); }
void setFalloffBias(float bias) { falloffBias = std::max(0.0f, std::min(bias, 0.2f)); emit dirty(); } void setFalloffBias(float bias) { falloffBias = std::max(0.0f, std::min(bias, 0.2f)); emit dirty(); }
void setSilhouetteRadius(float value) { silhouetteRadius = std::max(0.0f, value); emit dirty(); }
void setEdgeSharpness(float sharpness) { edgeSharpness = std::max(0.0f, (float)sharpness); emit dirty(); } void setEdgeSharpness(float sharpness) { edgeSharpness = std::max(0.0f, (float)sharpness); emit dirty(); }
void setBlurDeviation(float deviation) { blurDeviation = std::max(0.0f, deviation); emit dirty(); } void setBlurDeviation(float deviation) { blurDeviation = std::max(0.0f, deviation); emit dirty(); }
void setNumSpiralTurns(float turns) { numSpiralTurns = std::max(0.0f, (float)turns); emit dirty(); } void setNumSpiralTurns(float turns) { numSpiralTurns = std::max(0.0f, (float)turns); emit dirty(); }
@ -90,6 +92,7 @@ public:
float perspectiveScale; float perspectiveScale;
float obscuranceLevel; // intensify or dim down the obscurance effect float obscuranceLevel; // intensify or dim down the obscurance effect
float falloffBias; float falloffBias;
float silhouetteRadius;
float edgeSharpness; float edgeSharpness;
float blurDeviation; float blurDeviation;
float numSpiralTurns; // defining an angle span to distribute the samples ray directions float numSpiralTurns; // defining an angle span to distribute the samples ray directions
@ -143,6 +146,7 @@ public:
float getFalloffBias() const { return (float)ditheringInfo.z; } float getFalloffBias() const { return (float)ditheringInfo.z; }
float getEdgeSharpness() const { return (float)blurInfo.x; } float getEdgeSharpness() const { return (float)blurInfo.x; }
float getBlurDeviation() const { return blurInfo.z; } float getBlurDeviation() const { return blurInfo.z; }
float getSilhouetteRadius() const { return ditheringInfo.y; }
float getNumSpiralTurns() const { return sampleInfo.z; } float getNumSpiralTurns() const { return sampleInfo.z; }
int getNumSamples() const { return (int)sampleInfo.x; } int getNumSamples() const { return (int)sampleInfo.x; }

View file

@ -67,6 +67,7 @@ float getRadius2() {
float getInvRadius6() { float getInvRadius6() {
return params._radiusInfo.z; return params._radiusInfo.z;
} }
float getObscuranceScaling() { float getObscuranceScaling() {
return params._radiusInfo.z * params._radiusInfo.w; return params._radiusInfo.z * params._radiusInfo.w;
} }
@ -74,7 +75,7 @@ float getObscuranceScaling() {
float isDitheringEnabled() { float isDitheringEnabled() {
return params._ditheringInfo.x; return params._ditheringInfo.x;
} }
float getFrameDithering() { float getSilhouetteRadius() {
return params._ditheringInfo.y; return params._ditheringInfo.y;
} }
float isBorderingEnabled() { float isBorderingEnabled() {
@ -139,12 +140,12 @@ float getAngleDitheringWorldPos(in vec3 pixelWorldPos) {
ivec3 pixelPos = ivec3(worldPosFract * 256.0); ivec3 pixelPos = ivec3(worldPosFract * 256.0);
return isDitheringEnabled() * float(((3 * pixelPos.x ^ pixelPos.y + pixelPos.x * pixelPos.y) + (3 * pixelPos.y ^ pixelPos.z + pixelPos.x * pixelPos.z)) * 10) + getFrameDithering(); return isDitheringEnabled() * float(((3 * pixelPos.x ^ pixelPos.y + pixelPos.x * pixelPos.y) + (3 * pixelPos.y ^ pixelPos.z + pixelPos.x * pixelPos.z)) * 10);
} }
float getAngleDithering(in ivec2 pixelPos) { float getAngleDithering(in ivec2 pixelPos) {
// Hash function used in the AlchemyAO paper // Hash function used in the AlchemyAO paper
return isDitheringEnabled() * float((3 * pixelPos.x ^ pixelPos.y + pixelPos.x * pixelPos.y) * 10) + getFrameDithering(); return isDitheringEnabled() * float((3 * pixelPos.x ^ pixelPos.y + pixelPos.x * pixelPos.y) * 10);
} }
float evalDiskRadius(float Zeye, vec2 imageSize) { float evalDiskRadius(float Zeye, vec2 imageSize) {
@ -304,10 +305,13 @@ float evalVisibilitySSAO(in vec3 centerPosition, in vec3 centerNormal, in vec3 t
vec3 tap = vec3(tapPixelPos, radius); vec3 tap = vec3(tapPixelPos, radius);
vec3 tapUVZ = fetchTap(side, centerPixelPos, tap, imageSize); vec3 tapUVZ = fetchTap(side, centerPixelPos, tap, imageSize);
vec3 tapPositionES = evalEyePositionFromZeye(side.x, tapUVZ.z, tapUVZ.xy); vec3 tapPositionES = evalEyePositionFromZeye(side.x, tapUVZ.z, tapUVZ.xy);
vec3 deltaVec = normalize(tapPositionES - fragPositionES); vec3 deltaVec = tapPositionES - fragPositionES;
float rawHorizon = dot(deltaVec, fragNormalES); float deltaVecHeight = dot(deltaVec, fragNormalES);
float rawHorizon = dot(normalize(deltaVec), fragNormalES);
float falloff = max(0.0, 1.0 - deltaVecHeight / getSilhouetteRadius());
rawHorizon *= 1.0 - radius / ssDiskRadius; rawHorizon = rawHorizon < getFalloffBias() ? 0.0f : rawHorizon;
rawHorizon *= falloff * falloff;
<$horizon$> = max(<$horizon$>, rawHorizon); <$horizon$> = max(<$horizon$>, rawHorizon);
} }
@ -455,8 +459,8 @@ float fetchOcclusion(vec2 coords) {
return raw.x; return raw.x;
} }
const float BLUR_WEIGHT_OFFSET = 0.05; const float BLUR_WEIGHT_OFFSET = 0.01;
const float BLUR_EDGE_SCALE = 100.0; const float BLUR_EDGE_SCALE = 10.0;
vec2 evalTapWeightedValue(ivec3 side, int r, ivec2 destPixelCoord, vec2 scaledTexCoord, vec2 fullTexCoord, float key) { vec2 evalTapWeightedValue(ivec3 side, int r, ivec2 destPixelCoord, vec2 scaledTexCoord, vec2 fullTexCoord, float key) {
ivec2 tapOffset = <$axis$> * r; ivec2 tapOffset = <$axis$> * r;

View file

@ -38,7 +38,8 @@ Rectangle {
"Num Taps:numSamples:32:true", "Num Taps:numSamples:32:true",
"Taps Spiral:numSpiralTurns:10.0:false", "Taps Spiral:numSpiralTurns:10.0:false",
"Falloff Bias:falloffBias:0.2:false", "Falloff Bias:falloffBias:0.2:false",
"Edge Sharpness:edgeSharpness:1.0:false", "Silhouette Radius:silhouetteRadius:1.0:false",
"Blur Edge Sharpness:edgeSharpness:1.0:false",
"Blur Radius:blurRadius:10.0:false", "Blur Radius:blurRadius:10.0:false",
] ]
ConfigSlider { ConfigSlider {