@froyok@mastodon.gamedev.place
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froyok

@froyok@mastodon.gamedev.place

Aka Lady Bloom.

Principal Product manager on Substance 3D Painter :substance:, but stay up at night to fiddle with shader stuff.

Speaking French/English.

#gamedev #art #unrealengine #substance #opengl

nobot

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froyok, to random
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Dropbox has a "fun" bug since a few weeks on my machine.

Each time I wake it up from sleep, and a file is modified, Dropbox app becomes crazy and eat up all my ram.

Take 5 minutes for the system to notice and kill it (or maybe it crashes because it can't allocate further).

I doubt I will bother report the issue, given how unhelpful their support is on their forums.

froyok,
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Currently writing a Python script to auto-kill it before it slows down the machine and relaunch it.

I guess I could also put it into the sleep schedule. 🤔

froyok, to random
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I wonder if anybody tried to use FXAA before doing display mapping BUT by still applying and reverting a curve ? 🤔

Aka:
1 - Switch from HDR to SDR
2 - Apply FXAA
3 - Switch back from SDR to HDR
4 - Apply regular post-process stuff

froyok,
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I was able to get this far... using a separable filter (with Brisebois2011 method).

However I can't seem to find a good way to avoid foreground pixels to bleed into the background even when only computing the background blur.

So I decided to switch towards another method instead. That's really too bad because I really liked the simplicity of it.

froyok,
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Here is an example of the bleeding. I used pre-multiplied CoC but it's not enough and any kind of pixel rejection breaks the separable nature of the blur.

Here the bright lights are visible behind the limit of the character silhouette, showing the bleed into the foreground.

Video showing the camera moving back and forth, showing the artifact.

froyok,
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I'm currently looking at the Scatter & Gather approach, but I wonder if anybody tried an hybrid method. Like using S&G for small bokeh and sprites for large bokeh ? Or maybe using S&G for far DOF and sprites for near DOF ?

I wonder at which points sprites could help performance, but because large ones cause overdraw. 🤔

Slide named "depth of field, a plausible and efficient dof reconstruction filter" from the presentation "Graphics games from CryEngine 3".

froyok,
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@BartWronski @mjp Thx, I'm going to check that out ! :)

froyok,
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@mjp @BartWronski Neat, thx ! :)

froyok,
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Progress !

Got Crytek kernel computation working, very fun to tweak on the fly ! (Generated CPU side then sent to the shader as a buffer of sampling positions.)

Focus range isn't yet working, that's the nest step.

A video showcasing the depth of field settings available in my engine. Tweaked the parameters changes the shape of the bokeh.

froyok,
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A few days have passed and I finally got most of the DOF post-process working !
My hexagonal bokeh works well and is relatively cheap. I even got some nice additional effects like chromatic aberration on the bokeh itself.

froyok,
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The effect is done at half-resolution, I haven't figured out yet a good way to blend in back to the main image so there is a slight bleed of colors.

froyok,
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Example of the chromatic aberration on the bokeh:

froyok,
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The last detail I'm trying to figure out is how to properly fade the center of the bokeh pattern to make "holes" in the shape.
I have already something working, but it's not perfect yet:

image/png

froyok,
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Bonus: for fun I'm trying to do an heart shaped bokeh.
First results are quite funny, but not really useful. 😅
(I currently rethinking how I should distributes the sample to fill the shape.)

image/png

froyok,
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I got an heart-like bokeh shape working ! 😄

froyok,
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I didn't make a lot of progress the pas few days, thx to Helldivers 2.

I managed to try out some optimization tricks this week however to improve my shadow volumes. One worked, the other didn't.

froyok,
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I tried to use a custom projection matrix with different clip planes to constrain the rendering to the light volume.

I even went with masking the depth buffer by the light radius to help discarding triangles/fragments via the depth test.

It didn't improve performance, it even made things slower on my old laptop. 😩

froyok,
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Like when I used the depth bounds extension at the time, this tricks had almost no impact and I presume the extra cost was coming from the depth buffer copy stuff.

So this is making me think that performance improvement will only come with smarter geometry setup.

I think I need to look in ways to subdivide the geometry but in a less taking way during the compute pass.

froyok,
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The optimization that actually worked meanwhile was the fact I was launching threads during my compute dispatch just to discard them afterward in the shader code.

Now instead I launch exactly the number I need and compute a better index for processing my geometry.

So just helping the GPU schedule things better gave me 0.04ms saving on around 140K meshes (went from 0.1ms to 0.065ms). That's on my beefy GPU, I presume on my old laptop this will be even better.

froyok,
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@GabeMoralesVR I'm thinking of Portals for culling yeah, either in an automated way or hand-authored. It's something I would like to tackle this year.
No plans with ECS system/design for now, will see if I need it when I will start to scale things up.
And if you are curious, for Physics I plan to integrate an engine (likely ODE or Jolt).

froyok,
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@GabeMoralesVR For sure ! :)

froyok,
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Confirmed: went from 0.6 to 0.22ms on my laptop in the same scenario ! :D

froyok,
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Back on my DOF, because I'm not happy with this upscale pass. 💀

froyok,
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Ha, figured out the issue ! I was actually expanding the alpha radius during my fill pass, which created those gaps.

So it's mostly working okay now, trying to adjust how I tweak the focus range to make it easier to play with (I like the idea of a start/stop positions).

froyok,
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Finally !

Weeks (if not even months) or rework and I can finally render cubemaps.

Pretty happy about it, especially since the cubemap generation side of things took less than a day to write. My refactor worked out really well. :)

Video showing a reflective sphere showing the scene around. In the video the fog settings are toggled on/off to show the dynamic update on the sphere.

froyok,
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@ataylor Haha yeah, I can imagine. It adds quite a few constraints. I needed to rethink a lot of things. Doesn't help that this is my first real engine. 🤪

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