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Krzysztof Narkowicz

Member Since 13 Aug 2010
Offline Last Active Today, 03:49 PM

Posts I've Made

In Topic: Grass Rendering Questions

07 July 2014 - 02:41 PM

You can use pixel shader input VFACE / SV_IsFrontFace / gl_FrontFacing to check if current pixel belongs to a front facing or to a back facing triangle. It it's back facing then just flip normal and shade as usually.


In Topic: UE4 IBL / shading confusion

29 June 2014 - 09:11 AM

Metallic works like Tessellator wrote, but it's also has an additional specular parameter (which is equal 0.5 by default). Mentioned specular parameter is driven by a cavity map (single channel).

BaseColor = Cavity * OldBaseColor
Specular = Cavity * 0.5

DiffuseColor = lerp( BaseColor, 0, Metallic )
SpecularColor = lerp( 0.08 * Specular, BaseColor, Metallic )

https://forums.unrealengine.com/archive/index.php/t-3869.html

https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/index.html

 

As for split sum aproximation try comparing with an reference shader, which takes hundreds of samples per pixel in real time.


In Topic: Doing local fog (again)

27 May 2014 - 02:47 PM

For an interesting general volumetric fog solution check out Assasin Creed 4 presentations by Bart Wroński: http://bartwronski.com/publications/


In Topic: IBL Problem with consistency using GGX / Anisotropy

27 April 2014 - 02:43 PM

The thing that I can't seem to figure out is how this direction of the pixel (L) is calculated ?


That depends how do you want to integrate:

1. If you want to calculate analytically (loop over all source cubemap texels), then calculate direction from cube map face ID and cube map texel coordinates. That direction is a vector from cubemap origin to current cubemap texel origin. For example for +X face:
dir = normalize( float3( 1, ( ( texelX + 0.5 ) / cubeMapSize ) * 2 - 1, ( ( texelY + 0.5 ) / cubeMapSize ) * 2 - 1 ) )
2. If you want to approximate, then just generate some random vectors by using texture lookup or some rand shader function.

First approach is a bit more complicated because you additionally need to weight samples by solid angle. Cube map corners have smaller solid angle and should influence the result less. Solid angle can be calculated by projecting texel onto unit sphere and then calculating it's area on the sphere. BTW this is something that AMD CubeMapGen does.

Does it even make sense to use importance sampling for an irradiance environment map because of the nature of it being very low frequency ?


Frequency doesn't matter here. The idea of importance sampling is to bias random distribution according to how much given sample influences result. For example we can skip l directions which are in different hemisphere ( dot( n, l ) <= 0 ) and we can bias towards directions with higher weight ( larger dot( n, l ) ).

In Topic: IBL Problem with consistency using GGX / Anisotropy

26 April 2014 - 03:23 PM

Correct way would be to compute integral mentioned in my previous post. You can also approximate it using Monte Carlo method in order to develop intuition how it works. Basically for every destination cubemap texel (which corresponds to some directional n) take x random directions, sample source env map and treat them like a directional light. This is very similar to GGX stuff you are already doing.

for every destination texel (direction n)
    sum = 0
    for x random directions l
        sum += saturate( dot( n, l ) ) * sampleEnvMap( l );
    sum = sum / ( x * PI )

For better quality you can use importance sampling by biasing random distribution. Some directions are more "important" - for example you don't care about random light vectors which are located in different hemisphere than current normal vector.

 


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