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Screen Space Ambient Occlusion #3632
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superdump
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Screen Space Ambient Occlusion - https://github.com/superdump/bevy/tree/ssao-pipelined
Screen Space Ambient Occlusion
Jan 10, 2022
alice-i-cecile
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A-Rendering
Drawing game state to the screen
C-Feature
A new feature, making something new possible
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Jan 10, 2022
NoahShomette
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Jun 19, 2023
![image](https://github.com/bevyengine/bevy/assets/47158642/dbb62645-f639-4f2b-b84b-26fd915c186d) # Objective - Add Screen space ambient occlusion (SSAO). SSAO approximates small-scale, local occlusion of _indirect_ diffuse light between objects. SSAO does not apply to direct lighting, such as point or directional lights. - This darkens creases, e.g. on staircases, and gives nice contact shadows where objects meet, giving entities a more "grounded" feel. - Closes bevyengine#3632. ## Solution - Implement the GTAO algorithm. - https://www.activision.com/cdn/research/Practical_Real_Time_Strategies_for_Accurate_Indirect_Occlusion_NEW%20VERSION_COLOR.pdf - https://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf - Source code heavily based on [Intel's XeGTAO](https://github.com/GameTechDev/XeGTAO/blob/0d177ce06bfa642f64d8af4de1197ad1bcb862d4/Source/Rendering/Shaders/XeGTAO.hlsli). - Add an SSAO bevy example. ## Algorithm Overview * Run a depth and normal prepass * Create downscaled mips of the depth texture (preprocess_depths pass) * GTAO pass - for each pixel, take several random samples from the depth+normal buffers, reconstruct world position, raytrace in screen space to estimate occlusion. Rather then doing completely random samples on a hemisphere, you choose random _slices_ of the hemisphere, and then can analytically compute the full occlusion of that slice. Also compute edges based on depth differences here. * Spatial denoise pass - bilateral blur, using edge detection to not blur over edges. This is the final SSAO result. * Main pass - if SSAO exists, sample the SSAO texture, and set occlusion to be the minimum of ssao/material occlusion. This then feeds into the rest of the PBR shader as normal. --- ## Future Improvements - Maybe remove the low quality preset for now (too noisy) - WebGPU fallback (see below) - Faster depth->world position (see reverted code) - Bent normals - Try interleaved gradient noise or spatiotemporal blue noise - Replace the spatial denoiser with a combined spatial+temporal denoiser - Render at half resolution and use a bilateral upsample - Better multibounce approximation (https://drive.google.com/file/d/1SyagcEVplIm2KkRD3WQYSO9O0Iyi1hfy/view) ## Far-Future Performance Improvements - F16 math (missing naga-wgsl support https://github.com/gfx-rs/naga/issues/1884) - Faster coordinate space conversion for normals - Faster depth mipchain creation (https://github.com/GPUOpen-Effects/FidelityFX-SPD) (wgpu/naga does not currently support subgroup ops) - Deinterleaved SSAO for better cache efficiency (https://developer.nvidia.com/sites/default/files/akamai/gameworks/samples/DeinterleavedTexturing.pdf) ## Other Interesting Papers - Visibility bitmask (https://link.springer.com/article/10.1007/s00371-022-02703-y, https://cdrinmatane.github.io/posts/cgspotlight-slides/) - Screen space diffuse lighting (https://github.com/Patapom/GodComplex/blob/master/Tests/TestHBIL/2018%20Mayaux%20-%20Horizon-Based%20Indirect%20Lighting%20(HBIL).pdf) ## Platform Support * SSAO currently does not work on DirectX12 due to issues with wgpu and naga: * gfx-rs/wgpu#3798 * gfx-rs/naga#2353 * SSAO currently does not work on WebGPU because r16float is not a valid storage texture format https://gpuweb.github.io/gpuweb/wgsl/#storage-texel-formats. We can fix this with a fallback to r32float. --- ## Changelog - Added ScreenSpaceAmbientOcclusionSettings, ScreenSpaceAmbientOcclusionQualityLevel, and ScreenSpaceAmbientOcclusionBundle --------- Co-authored-by: IceSentry <[email protected]> Co-authored-by: IceSentry <[email protected]> Co-authored-by: Daniel Chia <[email protected]> Co-authored-by: Elabajaba <[email protected]> Co-authored-by: Robert Swain <[email protected]> Co-authored-by: robtfm <[email protected]> Co-authored-by: Brandon Dyer <[email protected]> Co-authored-by: Edgar Geier <[email protected]> Co-authored-by: Nicola Papale <[email protected]> Co-authored-by: Carter Anderson <[email protected]>
james7132
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Jun 19, 2023
![image](https://github.com/bevyengine/bevy/assets/47158642/dbb62645-f639-4f2b-b84b-26fd915c186d) # Objective - Add Screen space ambient occlusion (SSAO). SSAO approximates small-scale, local occlusion of _indirect_ diffuse light between objects. SSAO does not apply to direct lighting, such as point or directional lights. - This darkens creases, e.g. on staircases, and gives nice contact shadows where objects meet, giving entities a more "grounded" feel. - Closes bevyengine#3632. ## Solution - Implement the GTAO algorithm. - https://www.activision.com/cdn/research/Practical_Real_Time_Strategies_for_Accurate_Indirect_Occlusion_NEW%20VERSION_COLOR.pdf - https://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf - Source code heavily based on [Intel's XeGTAO](https://github.com/GameTechDev/XeGTAO/blob/0d177ce06bfa642f64d8af4de1197ad1bcb862d4/Source/Rendering/Shaders/XeGTAO.hlsli). - Add an SSAO bevy example. ## Algorithm Overview * Run a depth and normal prepass * Create downscaled mips of the depth texture (preprocess_depths pass) * GTAO pass - for each pixel, take several random samples from the depth+normal buffers, reconstruct world position, raytrace in screen space to estimate occlusion. Rather then doing completely random samples on a hemisphere, you choose random _slices_ of the hemisphere, and then can analytically compute the full occlusion of that slice. Also compute edges based on depth differences here. * Spatial denoise pass - bilateral blur, using edge detection to not blur over edges. This is the final SSAO result. * Main pass - if SSAO exists, sample the SSAO texture, and set occlusion to be the minimum of ssao/material occlusion. This then feeds into the rest of the PBR shader as normal. --- ## Future Improvements - Maybe remove the low quality preset for now (too noisy) - WebGPU fallback (see below) - Faster depth->world position (see reverted code) - Bent normals - Try interleaved gradient noise or spatiotemporal blue noise - Replace the spatial denoiser with a combined spatial+temporal denoiser - Render at half resolution and use a bilateral upsample - Better multibounce approximation (https://drive.google.com/file/d/1SyagcEVplIm2KkRD3WQYSO9O0Iyi1hfy/view) ## Far-Future Performance Improvements - F16 math (missing naga-wgsl support https://github.com/gfx-rs/naga/issues/1884) - Faster coordinate space conversion for normals - Faster depth mipchain creation (https://github.com/GPUOpen-Effects/FidelityFX-SPD) (wgpu/naga does not currently support subgroup ops) - Deinterleaved SSAO for better cache efficiency (https://developer.nvidia.com/sites/default/files/akamai/gameworks/samples/DeinterleavedTexturing.pdf) ## Other Interesting Papers - Visibility bitmask (https://link.springer.com/article/10.1007/s00371-022-02703-y, https://cdrinmatane.github.io/posts/cgspotlight-slides/) - Screen space diffuse lighting (https://github.com/Patapom/GodComplex/blob/master/Tests/TestHBIL/2018%20Mayaux%20-%20Horizon-Based%20Indirect%20Lighting%20(HBIL).pdf) ## Platform Support * SSAO currently does not work on DirectX12 due to issues with wgpu and naga: * gfx-rs/wgpu#3798 * gfx-rs/naga#2353 * SSAO currently does not work on WebGPU because r16float is not a valid storage texture format https://gpuweb.github.io/gpuweb/wgsl/#storage-texel-formats. We can fix this with a fallback to r32float. --- ## Changelog - Added ScreenSpaceAmbientOcclusionSettings, ScreenSpaceAmbientOcclusionQualityLevel, and ScreenSpaceAmbientOcclusionBundle --------- Co-authored-by: IceSentry <[email protected]> Co-authored-by: IceSentry <[email protected]> Co-authored-by: Daniel Chia <[email protected]> Co-authored-by: Elabajaba <[email protected]> Co-authored-by: Robert Swain <[email protected]> Co-authored-by: robtfm <[email protected]> Co-authored-by: Brandon Dyer <[email protected]> Co-authored-by: Edgar Geier <[email protected]> Co-authored-by: Nicola Papale <[email protected]> Co-authored-by: Carter Anderson <[email protected]>
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