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WFP

Member Since 23 Mar 2013
Offline Last Active Today, 10:00 AM

Posts I've Made

In Topic: Help with GPU Pro 5 Hi-Z Screen Space Reflections

19 August 2014 - 08:11 AM

Just wanted to check in on this thread.  Still haven't gotten much of anywhere removing the stair-like artifacts without forcing the mip level to 0 (which we know is wrong).  I tried using a trilinear sampler instead of the point sampler, but as I expected all that did was make the stair artifacts into slopes, but they still noticeably exists.

 

@jgrenier Have you had any time to port your code to HLSL and if so have you had any luck with it or experienced artifacts similar to what I'm seeing?

 

@Bruzer100 Could you tell us about the samplers you used during the different steps of building out your hi-z, convolution, and integration buffers?  I'm using a point sampler for everything but the cone-tracing step (which in my code is currently disabled), and am wondering if perhaps I'm using an incorrect addressing mode or border mode (I currently use clamped borders).

 

Thanks,

WFP


In Topic: Help with GPU Pro 5 Hi-Z Screen Space Reflections

16 August 2014 - 03:39 PM

Yep, and that's exactly why it sits so uneasy with me. Just haven't been able to get rid of those stepping artifacts otherwise yet. I'll keep at it and see if anything else will get rid of them.

In Topic: Help with GPU Pro 5 Hi-Z Screen Space Reflections

16 August 2014 - 01:10 PM

OK so I've found one way to address the power of two issue, but I'm still very open to suggestions if anyone has any.  I've updated my getMinimumDepthPlane method (below) to always sample level 0.0f (largest mip level) at the texture coordinates provided.  This does seem to fix my issues with the stair-like artifacts, but it doesn't sit well with me because if this were the correct solution, why would the author have passed in level and rootLevel in the first place?  Anyway, the ray tracing steps currently work fairly well now (still need to address other artifacts using min/max values) at any resolution and stepping through in the VS2013 graphics debugger shows that it converges on a solution (for most pixels tested) in about 13 iterations (far less than my 64 limit).

float getMinimumDepthPlane(float2 ray, float level, float rootLevel)
{
	// not sure why we need rootLevel for this - for textures that are non-power-of-two, 0.0f works better
	return hiZBuffer.SampleLevel(sampPointClamp, ray.xy, 0.0f).r;
}

Screenshot at 1536x864:

https://www.dropbox.com/s/eo2wkiz87bswgz5/screenshot_7.png


In Topic: Help with GPU Pro 5 Hi-Z Screen Space Reflections

16 August 2014 - 12:29 PM

Only some minor updates to provide at the moment.  I've been able to confirm a few suspicions from my previous posts.

 

The first is that using power of two textures removes the stair-step artifacts.

 

The second is that setting the HIZ_CROSS_EPSILON to what I mentioned in the post above did indeed remove the interlaced lines.  I also found through testing though, that I could move the HIZ_START_LEVEL and HIZ_STOP_LEVEL to 0.0f and leave the epsilon to be the texel sizes and it would also remove the interlaced lines.  With either of these setups, the results were dramatically better and the only noticeable artifact in the ray-tracing portion is the nonsensical intersection stuff that can be solved by properly using the min/max buffer.  Here's what I landed on for HIZ_CROSS_EPSILON and it works well on both start/stop levels I've tested on (2.0f and 0.0f).

static const float2 HIZ_CROSS_EPSILON = float2(texelWidth, texelHeight) * exp2(HIZ_START_LEVEL + 1.0f);

I've included another screenshot to show the same scene (a stack of boxes - i.e., wonderful programmer art) with the interlaced lines gone.

 

If anyone has any ideas to get rid of my power of two texture size constraints that would be most appreciated.  The only thing I can think of right now is copying the necessary resources to a power of two texture before starting the effect, but I feel like that's bound to introduce its own set of problems, especially from copying the depth buffer to a different size.  Any other ideas?

 

Screenshot at 1024x512:

https://www.dropbox.com/s/7qfs04tvx8vpf09/screenshot_6.png

 

Edit:  grammar


In Topic: Help with GPU Pro 5 Hi-Z Screen Space Reflections

13 August 2014 - 08:41 PM

Actually, I got a little extra time this evening to work on it and wanted to update with a screenshot of running at 1024x512.  The power of two texture is clearly helping the stepping artifacts (I tried on several other power of 2 combinations, as well) so now I need to see what I can do to adapt that to non-power of two resolutions.  Any ideas?

 

The interlaced lines I'm confident can be repaired by updating the epsilon.  I haven't tested it much in my code yet, but I'm guessing just moving it closer to something like below will help a lot.

static const float2 HIZ_CROSS_EPSILON = float2(texelWidth, texelHeight) * exp2(HIZ_START_LEVEL);

There are a few other artifacts that appear under things like spheres and character arms that I think I can solve by using the min and max depth in combination with one another to walk behind objects - these are examples of the nonsensical intersections Bruzer mentioned.

 

Anyway, I'm calling it a night right now, but will be working more on it as soon as I get a chance.

 

-WFP

 

Screenshot at 1024x512:

https://www.dropbox.com/s/3uvq0mrczps6vc0/screenshot_5.png


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