SSAO Problem
#1 Members - Reputation: 126
Posted 07 August 2011 - 04:02 PM
Code:
[source lang="cpp"]const float3 xyz[8] = { float3(-0.5774, -0.5774, -0.5774), float3(-0.5774, -0.5774, 0.5774), float3(-0.5774, 0.5774, -0.5774), float3(-0.5774, 0.5774, 0.5774), float3( 0.5774, -0.5774, -0.5774), float3( 0.5774, -0.5774, 0.5774), float3( 0.5774, 0.5774, -0.5774), float3( 0.5774, 0.5774, 0.5774),};Texture2D<float3> gNoiseVecMap;struct VS_IN{ float3 pos : POSITION;};struct VS_OUT{ float4 pos : SV_POSITION;};float GetDepth(const float2 uv) { const float z = LoadTexture(gDepthMap, uv, 0); return z;}VS_OUT VS(VS_IN vIn){ VS_OUT vOut; vOut.pos = float4(vIn.pos, 1.0f); return vOut;}float PS(VS_OUT pIn) : SV_Target{ float2 rotationTC = pIn.pos.xy/4; float3 vRotation = gNoiseVecMap.Sample(gPointSam, rotationTC); float h = 1/(1+vRotation.z); float3x3 rotMat = float3x3( h*vRotation.y*vRotation.y + vRotation.z, -h*vRotation.y*vRotation.x, vRotation.x, -h*vRotation.y*vRotation.x, h*vRotation.x*vRotation.x + vRotation.z, vRotation.y, -vRotation.x, -vRotation.y, vRotation.z); float fSceneDepthP = GetDepth(pIn.pos.xy); const int nSamplesNum = 24; const float offsetScaleStep = 1 + 2.4 / nSamplesNum; float offsetScale = 0.01; float Accessability = 0; for(int i=0; i<nSamplesNum; ++i) { float3 vOffset = xyz[i%8]*(offsetScale*=offsetScaleStep); float3 vRotatedOffset = mul(vOffset, rotMat); float3 vRandVector = float3(vRotatedOffset.xy*gProjParams.screenDimension, vRotatedOffset.z*fSceneDepthP*2); float3 vSamplePos = float3(pIn.pos.xy, fSceneDepthP) + vRandVector; vSamplePos.xy = clamp(vSamplePos.xy, float2(0, 0), gProjParams.screenDimension-1); float fSceneDepthS = GetDepth(vSamplePos.xy); float fRangeIsInvalid = saturate(((fSceneDepthP-fSceneDepthS)/fSceneDepthS)); Accessability += lerp(fSceneDepthS > vSamplePos.z, 0.5, fRangeIsInvalid); } Accessability = Accessability / nSamplesNum; return saturate(Accessability*(Accessability+1));}technique11 Standard{ pass P0 { SetVertexShader( CompileShader( vs_5_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_5_0, PS() ) ); }}[/source]
screenDimension is size of the back buffer (1920x1200 here for example), and gDepthMap is set to a linear depth buffer which is filled with the length of view space position of pixels.
#2 Members - Reputation: 322
Posted 08 August 2011 - 08:26 AM
The black "edges" are a result of sampling beyond the edges of the depth texture. The result of this will change depending on the texture wrap mode (repeat, clamp to edge, etc.) or you could try clamping your texture coordinated in [0, 1].
As a side note, you might be interested in a tutorial I wrote a while back that extends the SSAO technique you're implementing: http://www.john-chapman.net/content.php?id=8
#3 Members - Reputation: 126
Posted 09 August 2011 - 05:01 PM
The edges are not a big issue, the problem for me is those weird looking triangular artifacts in the middle of the screen.
Thanks for the tutorial link, I will look into that.
Looking at the screenshot i'd say it's a combination of a large sample kernel radius with a low number of samples; does decreasing the kernel radius/increasing the number of samples improve the problem?
The black "edges" are a result of sampling beyond the edges of the depth texture. The result of this will change depending on the texture wrap mode (repeat, clamp to edge, etc.) or you could try clamping your texture coordinated in [0, 1].
As a side note, you might be interested in a tutorial I wrote a while back that extends the SSAO technique you're implementing: http://www.john-chap...ontent.php?id=8
#6 Members - Reputation: 126
Posted 10 August 2011 - 03:18 PM
How are you actually generating the sample kernel? As maxest says if there's any regularity to it that is what will be causing the interference pattern (and why increasing the number samples doesn't seem to reduce the effect).
I have to correct my answer, increasing the number of samples does reduce the artifacts slightly, but makes it super slow to run as well. I think 16 was the recommended value by the developer of the algorithm, and I'm using 24.
This is how I generate the random vectors: I create a 4x4 random noise vector:
[source language=cpp] int ncomp = 3; int w = 4, h = 4; int length = w * h; float *data = new float[length*ncomp]; for(int i=0; i<length; ++i) { Vector3 v(frand(), frand(), frand()); v.normalize(); data[i*ncomp] = v.x; data[i*ncomp+1] = v.y; data[i*ncomp+2] = v.z; } Texture* pTexture = Texture::create(SurfaceDesc(DXGI_FORMAT_R32G32B32_FLOAT, w, h, 1, 0), 12, data); [/source]
and then pass to the shader as gNoiseVecMap. I sample from the noise texture:
float2 rotationTC = pIn.pos.xy/4; float3 vRotation = gNoiseVecMap.Sample(gPointSam, rotationTC);
Then I use this vector to create a rotation matrix for each pixel:
float h = 1/(1+vRotation.z); float3x3 rotMat = float3x3( h*vRotation.y*vRotation.y + vRotation.z, -h*vRotation.y*vRotation.x, vRotation.x, -h*vRotation.y*vRotation.x, h*vRotation.x*vRotation.x + vRotation.z, vRotation.y, -vRotation.x, -vRotation.y, vRotation.z);
The rotation matrix is then used to rotate a set of vectors with various lengths to create pseudo random vectors, and then are transformed to screen space.
float3 vOffset = xyz[i%8]*(offsetScale*=offsetScaleStep); float3 vRotatedOffset = mul(vOffset, rotMat); float3 vRandVector = float3(vRotatedOffset.xy*gProjParams.screenDimension, vRotatedOffset.z*fSceneDepthP*2);
#7 Members - Reputation: 322
Posted 11 August 2011 - 12:30 AM
You can see where the interference pattern is coming from.
Instead I'd generate a sample kernel on the CPU where you have more control and can more easilly visualise the kernel seperately.
If you take a look at the tutorial I linked to there's an example of generating a decent kernel (it's for a hemispherical sampling kernel, but you can easilly adapt it to get a spherical one).






