- Use lower depth LOD as the cone radius increases.
This is the same technique we use for SAO.
The better cache access significantly improve performance.
On a test on Pixel4 at 585MHz, SAO pass improves by 30%.
This also helps the algorithm scale with the shadow distance.
- Shadow direction/length no longer dependent on aspect-ratio and camera
orientation.
This is fixed by doing all the computations in screen-space instead of
normalized screen space.
- Shadow parameters are no longer dependent on the field of view.
- Also rename dominantLightShadowing.fs to ssct.fs
- remove zoom parameter, it wasn't very useful.
This introduces the `viewer::Settings` struct, and a JSON reader /
writer.
This will be used for automated testing and for client / server
communication.
Note that `viewer::Settings` is closely associated with the
`filament::View` API; when updating the latter we will often need to
update the former, as well as some serialization code. This increases
the maintenance burden and I think we should consider using a parser
library like libclang or a macro-based reflection utility.
This PR also migrates SimpleViewer into libs/viewer and un-inlines its
implementation. It does not belong in gltfio because it has an imgui
dependency.
This is a technique from Naughty Dog used in TLOU2, where we compute
the "ambient" shadowing of a dominant light in screen-space.
This is currently integrated to the SSAO pass.
We borrow a page from the HBAO book here and allow to limit the angle
with the horizon of SSAO samples. This can help reducing the effects
of low tessellation, which tend to create unwanted creases with SSAO.
- inScatteringSize actually cannot be set to zero because it produces
a 0^0 in the shader. So with this change, in-scattering must be
strictly > 0 to enable.
- inScatteringSize on the java side had an incorrect default value of
zero (which of course, now doesn't matter anymore).
- also clamp the fog altitude to 1mm which simplifies the shader quite
a bit for the same result.
Fixes#3069
.blurScale was in fact a scale factor applied to the circle of
confusion (which makes it indeed a "blur scale", but let's use
a more precise language here).
Update comments to show how to use .cocScale to control the DoF
effect independently from the camera aperture, which can be useful for
artistic reasons.
all parameters of the bilateral blur can now be set from the CPU,
instead of being hardcoded -- this probably prevent the shader compiler
from unrolling the filter, but it's also probably not a big deal.
additionally, we now use a kernel size of 23 (12 samples) when the
SSAO quality is set to HIGH or more.
ssaogen is no longer needed
Higher quality levels used to darken the ssao a lot, now they all have
a consistant look.
Add quality control to material sandbox.
Slightly simplify shader code.
- fix a recent typo that affected SSAO quality
- add a upsampling quality checkbox in material_sandbox
- make use of textureLodOffset instead of texelFetch, so that
we emulate more closely textureGather
- don't hardcode bilateral filter edge-distance in the shader
(still hardcoded on the cpu side)
This also adds a -t flag to the easy build script for convenience.
SwiftShader on Vulkan can now be used as follows.
git clone https://github.com/google/swiftshader.git
cd swiftshader/build
cmake .. && make -j && export SWIFTSHADER_LD_LIBRARY_PATH=`pwd`
cd ../filament
./build.sh -t debug && ./out/cmake-debug/samples/gltf_viewer -a vulkan
Note that third_party/swiftshader does not need to exist since we
already have Vulkan headers. I will remove it in a subsequent PR.
* Add quality option to ColorGrading
Low: 16x16x16 LUT in 10 bit
Medium: 32x32x32 LUT in 10 bit
High: 32x32x32 LUT in 16 bit
Ultra: 64x64x64 LUT in 16 bit
* Move comment
- Allow JavaScript and Java / Kotlin clients to configure this setting.
- Opt in by default (this was disabled in #2621)
- Optimize large assets like Bistro by iterating through prims only when
the asset actually has skins.
Fixes#2714.
* Add transforms for ACEScct and enabling/disabling color grading in sample
* Add saturation and contrast adjustments
* Rename ACES to ACES_LEGACY and introduce ACES
ACES_LEGACY is ACES with a brightness boost to match our old
tone mapping operator.
* Add new color grading feature: shadows/mid-tones/highlights
This feature can be used to color correct specific tonal ranges.
The tonal zones can be precisely controlled.
glTF assets are required to provide min/max attributes for POSITION,
so in theory we never need to compute the AABB. However the option is
still there.
This PR also makes it so that Java clients can choose this option,
previously it was hardcoded for all non-native clients.
* Add the ability to set a ColorGrading LUT per View
In this change, material_sandbox allows to change the tone mapping
operator at runtime.
* Add Mathematica notebook used to explore white balance
The implementation is meant to reproduce the temperature/tint sliders
founds in Adobe Lightroom. The temperature can be offset from 2,000K
to 50,000K using a slider between -100 and +100 (-1.0 to 1.0 in our
API). The range of tint was modelled after the range used for the
temperature.
* Fix various issues
- A refactoring wrongly remamed the color grading pass
- Setting a View's ColorGrading to null selects the
default color grading options
* Implement white balance in ColorGrading
* Prep work for proper color grading
* Bring back local colorGrading bool to drive that pass
* Fix formatting issue
* Add missing case for the color grading pass
* Fix formatting issues
* Formatting issues
These changes make it easier to test headless rendering in macOS.
I verified that this works using the frame_generator tool, however
it requires the fixes in PR #2529.