January 22, 2021, 14:32 (GMT) |
EEVEE: Depth Of Field: Fix issue with neighborhood comparison The filter was not using the correct UVs. |
January 21, 2021, 13:53 (GMT) |
EEVEE: Depth Of Field: Add gather density change To fix closer background undersampling, we change gathering ring density in the middle of the convolution. We change the weighting of the already accumulated samples accordingly. |
January 20, 2021, 17:24 (GMT) |
EEVEE: Depth Of Field: Fix missing slight focus convolution This was due to recent change in the accumulate_sample_pair function. |
January 20, 2021, 17:04 (GMT) |
EEVEE: Depth Of Field: Fix early out on half res CoC `layer_threshold` is based on fullres CoC radius. Better compare apple to apple. |
January 20, 2021, 16:49 (GMT) |
EEVEE: Depth Of Field: Fix slight out of focus missing tile Slight out of focus tiles needs to be expanded too at least once. |
January 20, 2021, 13:50 (GMT) |
EEVEE: Depth Of Field: Fix ring opacity issues Accumulate transparency instead of occlusion to avoid precision error an make closer objects more water tight. Also fixed reversed occlusion ring accumulation. |
January 20, 2021, 13:32 (GMT) |
EEVEE: Depth Of Field: Disable filtering for foreground This is to avoid darkening of the edges. This might be fixed if we also filter the weight buffer (TODO). |
January 20, 2021, 00:43 (GMT) |
EEVEE: Depth Of Field: Add Bokeh shape texture precomputation To support geometric bokeh shapes, we now use a texture to guide the gathered samples and modify the scattered pixels shapes. This is done by a very fast precomputation pass that outputs the bokeh shape to a texture that is then sampled by the convolution pass. |
January 18, 2021, 17:36 (GMT) |
EEVEE: Depth Of Field: Dilate CoC Tiles based on max CoC radius This means we now supports arbitrary large CoC. This makes sure to always covers the maximum tile radius. |
January 18, 2021, 11:32 (GMT) |
EEVEE: Depth Of Field: Gather median filter Filter the noisy output of the gather pass. This improves temporal stability. |
January 17, 2021, 17:57 (GMT) |
EEVEE: Depth Of Field: Scatter optimization Use neighborhood comparison to reject pixels from scattering pass if they are not different enough from surrounding pixels. Logic is here, but this needs refinement. This is mainly to reject lots of scattering sprites on large out of focus regions that are really bright. |
January 17, 2021, 16:38 (GMT) |
EEVEE: Depth Of Field: Fix alpha resolve |
January 17, 2021, 16:36 (GMT) |
EEVEE: Depth Of Field: Scatter Occlusion Use VSM like occlusion texture to avoid light leaking through closer background and foreground. |
January 16, 2021, 18:45 (GMT) |
EEVEE: Depth Of Field: Fix Weighting Fix accumulation of center samples and the total sample count function. |
January 16, 2021, 18:43 (GMT) |
EEVEE: Depth Of Field: Improvement part 3 Add Hole Fill pass to fill missing background. |
January 15, 2021, 18:45 (GMT) |
EEVEE: Depth Of Field: Improvement part 2 Add In Focus max CoC tiles to speedup the resolve pass |
January 15, 2021, 16:46 (GMT) |
EEVEE: Depth Of Field: Improvement part 1 Add new gather algorithm. This involve multiple passes which are well described in each shader. Shaders have been split into multiple file for clarity sake. |
January 6, 2021, 13:12 (GMT) |
EEVEE: Depth of field: Improve scatter pass This makes each sprite scatter 4 pixels instead of one. This roughly divides the render time of the effect by two and improve the color precision. The single pass method was creating issues on near/far CoC discontinuities, so we reverted to a 2 pass method even if a bit more costly (but still is 2x faster). |
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