Blender Git Commits

Blender Git "viewport_experiments" branch commits.

Page: 5 / 6

October 29, 2014, 10:12 (GMT)
SSAO and DOF work well together now.
October 28, 2014, 20:24 (GMT)
Code that enables simultaneous DOF-SSAO effect. There's some sort of
texture coordinate offset still.
October 28, 2014, 18:44 (GMT)
Use optimized view space reconstruction for ortho case as well.
October 28, 2014, 18:07 (GMT)
Add a library file for projection shader code, should enable us to use
optimized position calculation again - relevant for both SSAO and DOF
October 28, 2014, 17:28 (GMT)
More attempts to synchronize viewport and camera dof - probably will
need fixes in the rendering systems. Reserve textures for the dof
effect.
October 27, 2014, 19:45 (GMT)
DOF calculation shader.
October 27, 2014, 10:10 (GMT)
Merge branch 'master' into viewport_experiments
October 27, 2014, 09:06 (GMT)
Add separate file for DOF effect and cleanup the parameter passing a little.
October 23, 2014, 20:42 (GMT)
Separate SSAO pass - it's unlikely we'll be able to reuse this with
depth of field in one pass, so better separate the shaders as well
October 23, 2014, 18:12 (GMT)
Fix irritating issue with self shadowing.

Issue here was position reconstruction could use depths from pixels off
the initial position. Using linear filtering here eliminates the issue.

Usually this is not correct however given that for depth discontinuities
we will get different depths anyway, the cases where we get smooth
interpolation of depths helps a lot in image quality.
October 23, 2014, 15:01 (GMT)
Add some pedantic GLSL casts to make shader compile in OSX
October 22, 2014, 17:27 (GMT)
SSAO introduce quality settings

Basically change the way SSAO samples the screen by using a circular
filter instead. This is inspired by HBAO though we still don't use this.

The quality settings change the number and density of samples. We can
definitely improve things here though.

We also jitter the sampling locations per pixel. Generally this adds a
kind of noise. Some banding is, unfortunately still apparent and small
distances will introduce noise. This can be fixed but I will have to see
if it can be done without much of a cost.
October 22, 2014, 14:33 (GMT)
SSAO works again. Unfortunately it's unavoidable to have it work without
explicit attenuation control (by using just max distance).

Also it now supports orthographic cameras properly. The maximum distance is
now defined in world space units so it should be slightly easier to understand
and uniform across perspective and orthographic cameras.

The optimizations can be generalized for orthographic cameras but the code is
more complex and the runtime advantage is questionable in that case
(in the end a matrix transform is 4 dot products which are not that terrible)
so commented out the code there for now.
October 21, 2014, 23:14 (GMT)
Correct normal reconstruction with optimized formula.

This needed some adjustments from the formula I found on the article on
view space reconstruction, since OpenGL makes different assumptions about its
projection matrix.

SSAO does not work yet correctly under new model assumptions but we are going
to substitute with nice horizon based ambient occlusion.
October 21, 2014, 18:33 (GMT)
Refactoring of SSAO code. Uses some optimizations but result is different
still test file here to help with debugging.
October 21, 2014, 14:54 (GMT)
Merge branch 'master' into viewport_experiments
October 20, 2014, 19:46 (GMT)
Normalize the depth to the -1.0 to 1.0 range as well.
October 20, 2014, 18:38 (GMT)
Add shader files to the source tree. It helps by displaying them in the
IDE
October 20, 2014, 16:56 (GMT)
Merge branch 'master' into viewport_experiments
September 22, 2014, 12:20 (GMT)
Attempt to fix shader compilation in OSX. strict compilation does not
allow dividing float by integer.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021