Implemented the custom 3D LUT feature in the ColorGrading API, allowing
users to specify a custom LUT for final color mapping.
To test this feature, added a "Custom LUT" option to the color grading
settings in the gltf_viewer sample. This includes several procedurally
generated LUTs for testing purposes:
- Negative
- Grayscale
- Sepia
- Teal and Orange
Updated settings serialization (Settings.cpp) and the viewer UI
(ViewerGui.cpp) to support these options.
FIXES=[362596936]
Enables the multiview implementation as the default for stereoscopic
rendering. Now all STE variants use the multiview path.
This change removes all CMake configurations, build scripts, and C++
preprocessors previously used for selecting stereoscopic rendering
modes. And, all shaders are now compiled for multiview.
The instanced rendering implementation is going to be removed. Note that
this commit only handles switching the default. The actual removal of
instanced rendering code will be submitted as a separate follow-up
commit.
BUGS=[470198472]
- Extended Settings to include properties for Camera, Animation, Lights,
and Render options.
- Moved camera options from Viewer options to Camera options
- Implemented generic JSON parsing for these new settings in Settings.cpp.
- Updated AutomationEngine to apply these settings, including dynamic
creation of lights.
- Fixed a JSON parsing bug in AutomationSpec that failed on nested objects.
- Updated gltf_viewer to use the new settings and correctly initialize
AutomationEngine context.
- Add test for new json changes
- Add README to libs/viewer
- Link libs/viewer/README.md to official doc
- Remove unused libs/viewer/schemas
- Updated remote web assets (because the viewer/settings json needs to
match)
The new tone mapper, dubbed "GT7" in the code, is based on
the Gran Turismo 7 tone mapper, as described in the SIGGRAPH
2025 presentation called "Driving Toward Reality: Physically
Based Tone Mapping and Perceptual Fidelity in Gran Turismo 7".
This tone mapper exhibits fewer hue skews than the other tone
mappers, at the exception of PBR Neutral. The GT7 tone mapper
is however better at preserving the perception of high
dynamic range.
The tone mapper, as implemented, targets an SDR paper white
of 250 nits, using 100 cd/m^2 as the reference luminance (for
values of 1.0 in the linear HDR framebuffer). This can result
in an overall darker image compared to the other tone mappers
but this can be controlled through camera settings, post-
processing exposure, or lighting intensity.
The GT7 tone mapper also allows to target HDR output, and
could be made customizable via APIs if desired. The current
implementation offers a fixed aesthetic solution.
This commit introduces a significant rework of the Temporal Anti-Aliasing (TAA) system, focusing on improving reconstruction quality, robustness, and introducing flexible upscaling.
Core TAA Algorithm improvements:
- Replaced the Catmull-Rom filter with a more efficient 5-tap Lanczos filter for history sampling, which includes deringing to reduce artifacts.
- The input color buffer is now properly "unjittered" using a Lanczos reconstruction filter.
- Improved the history rejection algorithm by skipping the expensive accurate clipping when the history sample is already within the neighborhood's color gamut.
- Added a new `hdr` option to properly handle HDR content by tonemapping colors before blending and untonemapping the result.
- Removed the ineffective `VARIANCE` only history rejection method.
- Added protection against negative numbers in `sqrt()` for increased stability.
TAA Upscaling:
- Replaced the boolean `upscaling` flag with a float factor, allowing for variable upscaling ratios (e.g., 1.5x, 2x).
- Upscaling now correctly adjusts viewport and projection settings.
- The TAA shader now receives viewport and resolution information to correctly handle upscaled rendering.
API and Configuration Changes:
- Deprecated the `filterWidth` TAA option as it no longer has an effect.
- Introduced the `upscaling` float property to `TemporalAntiAliasingOptions`.
- Added the `hdr` boolean property to `TemporalAntiAliasingOptions`.
Other Changes:
- Updated UI elements in the viewer and material sandbox to reflect the new TAA options.
- Updated Javascript bindings and TypeScript definitions for the new TAA settings.
- Refactored shader code for clarity and performance.
* Add a Renderer API to force skipping frames
Renderer::skipNextFrames(size_t) can be used to force filament to
pretend the next N frames must be skipped. This is mostly useful for
debugging.
* Add DebugOptions to Settings
We still need to move the "Debug" features of gltf_viewer to this,
but this give us a framework to do it.
Currently there is one debug option that allows to set a number of
frames to skip.
ViewerGui propose a button to skip 10 frames using this framework
* Update libs/viewer/src/Settings.cpp
Co-authored-by: Powei Feng <powei@google.com>
* Update libs/viewer/src/Settings.cpp
Co-authored-by: Powei Feng <powei@google.com>
---------
Co-authored-by: Powei Feng <powei@google.com>
* Add GTAO options into the struct
* Add gtao mat and shader
* Set type specific parameters in ppm
* Fix inconsistent name
* Fix incorrect param type
* Add bent normal calculation
* Fix the gui
* Adjust precision
* Use mix
* Add some comments
* Refactoring
* Update comments
* Add comments for aoOptions
* Update
* Update
* Address the comments
* Split .mat into bent and non-bent
* Update
* Update
* Use sqrt on mobile
* Omit default case
* Commit beamsplitter generated changes
* Use built-in acosFast
* Remove unused function
* Fix the mismatched parameter type
* Some optimizations
* Commit beamsplitter results
* Update the comment
* Update default value
* Commit beamsplitter changes
* Extract common parameters out
Set combine_multiview_images to false by default as it's the desirable
setting for most Android devices.
Set the flag to true for GUI by default.
Put the `Combine Multiview Images` checkbox under the `Stereo mode` box
for an easier access.
- Add option to build.sh to build for paritcular stereo
techniques (default to NONE). Only applies to samples.
- Consoldiate viewer checkbox for debugging stereo rendering
- Add DriverConfig flag for stereoscopic type so that it can
be used to determine availability of the feature and
(to be completed) enable corresponding GPU features.
Co-authored-by: Mathias Agopian <mathias@google.com>
32 sample may be more suited to 2x upsampling, it gives 8 samples per
high-res pixel (instead of 4). This is also what FSR 2.0 is using,
which is useful for comparing.
* Bokeh aspect ratio
new DoF option to set the bokeh aspect ratio, this can be used to
simulate anamorphic lenses
* Update android/filament-android/src/main/java/com/google/android/filament/View.java
Co-authored-by: Powei Feng <powei@google.com>
* Update web/filament-js/filament.d.ts
Co-authored-by: Powei Feng <powei@google.com>
---------
Co-authored-by: Powei Feng <powei@google.com>
* TAA improvements
- fix variance + AABB history clipping (we were computing the union
of both AABB instead of the intersection).
- added a setting for the variance parameter
- added a setting for the jitter pattern
- improved some default values
- fixed a few comments
- smaller code tweaks to facilitate future improvements
Material constants (a.k.a: specialization constants) can only be set
during Material creation through Material::Builder.
This change somewhat relaxes that limitation by allowing constants to
be set at runtime on Material directly.
Currently this new API is still private and only supported on FMaterial.
This feature works by invalidating the HwProgram cache of the concerned
Material, causing a shader recompile per variant; so this API is costly
and should be used only for debugging or during app/game configuration.
The TAA material is modified to use constants instead of #defines for
various settings and those are exposed in TaaOptions as well is in
ViewerGui. So with this change all aspects of the TAA material can
be changed at runtime.
* prevent public classes from being created on the stack
- we used to to this by deleting operator delete, but this prevented
the internal "F" classes from being virtual; which can be useful
when using EntityManger::Listener.
now we just make the destructor protected in each class.
- EntityManger::Listener now has a virtual destructor so that
objects could be correctly destroyed from Listener*
* improve EntityManger and Component managers
- all component managers now have the same "base" API
- getComponentCount()
- empty()
- getEntity()
- getEntities()
- Scene now has getEntityCount()
- EntityManager now has getEntityCount()
- all component manager implement gc() the same way, by calling destroy()
- SingleInstanceComponentManager::gc() that calls removeComponent() has
been removed because it's dangerous. removeComponent() is often
not enough, some additional cleanup might be needed.
* debugging PCF mode
This mode always uses a hard PCF and takes a
slightly slower code path.
* dynamic shadowmap visualization
The directional shadowmap visualizer is implemented behind a
specialization constant. Add the DebugRegistry infrastructure to be
able to update the spec-constant at runtime and have a subset of
all materials invalidated.
This allows to toggle the visualization at runtime using a debug
property.
This is also a proof of concept that we can update spec-constants
at runtime; we could probably leverage this work for engine-wide
shader configurations.
* Update main.fs
* Update filament/src/details/Material.cpp
Co-authored-by: Powei Feng <powei@google.com>
---------
Co-authored-by: Powei Feng <powei@google.com>
Instead of a hard cutoff, we fade shadows out at
the shadowFar distance if active, fading occurs
over about 10% of the shadowFar distance.
- this works only for the directional shadow
(other lights don't use shadowFar).
This features didn't work well, had a lot of artifacts and generally
wasn't very useful. This kind of effect should be accomplished
differently.
This is an API break because BloomOptions::anamorphism has been removed.
- add a quality option
- remove the ping-pong code, we'll disable for GPU that don't work
instead.
- improve quality by doing a better first downscale
(using a 5x5 gaussian).
- improve performance by using a 9 tap filter instead of 13 for
in most cases
- fix usages of setMinMaxLevels as it resets the base level to "min"
- separate out the settings for bloom, ssao and ssr
- update webgl binaries
- change default bloom resolution to 384 from 360 to have up to 7
mipmap levels vertically
this is implemented by here by using the skybox texture and blurring it
with the irradiance filter + mipmapping. This only creates a subtle
anisotropic phase-function effect.
- FogOption::color is now correctly multiplied by the exposure and
environment intensity.
- New option to exclude the skybox from the fog
- better documentation and naming
We use isnan() to detect that the estimation of directional light
parameters from the IBL has failed, however isnan() always returns
false with -ffast-math, which we're using in release builds.
This works around that. The affected code is non essential, performance
is not a concern here.
This basically adds two settings:
- highPrecision at the View level, which controls the bit depth
of the vsm shadow texture used. This affects all shadowmaps.
- elvsm per shadowmap, which enables Exponential Layered VSM.
the main change in the shaders is that we now always output the
"negative" EVSM, even when it's not enabled. If no shadowmap uses
ELVSM, then the texture is stil an RG texture and the calculation is
lost (with some luck culled by the shader compiler), either way it's
not a lot of math and it's done only once per shadow texel.
During the color pass, on the other hand, we compute the "negative"
EVSM only if enabled.
This is a feature request from Google. It allows users to "preload" an
asset, ie you can now create all VertexBuffer objects, Texture objects,
etc, without actually creating any entities or renderable components.
In the past we used TransformManager to help out with computing the big
asset-level bounding box, but now we use `gltf_node_transform_world()`
because entities might not yet exist.
One minor side effect is that `FilamentAsset::getBoundingBox()` now
returns the AABB that was determined at load time, and does not account
for instances. As a result, our `gltf_instances` sample app looks
slightly different but this is expected.
Prior to this change, `recomputeBoundingBoxes` was an opt-in config
parameter in ResourceLoader. It is now a method on FilamentInstance.
The old API did not work for dynamically created instances. Since this
is a relatively obscure feature, we considered removing it completely,
especially since the computation requires the presence of CPU-side
vertex data combined with the transform hierarchy.
Instead of removing the feature, we decided to move it to a better
place. This paves the way for some upcoming improvements, which include
reducing the memory footprint for assets. It also improves overall code
organization and separation of concerns.
auto-instancing can have some overhead, so when it is known that the
scene doesn't have identical primitives, it is better to disable it.
(disabled by default).
Also add some missing bindings for `enableAccurateTranslations`.