Initial spatial resampling (not working)
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@ -7,7 +7,7 @@
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#import bevy_pbr::utils::{rand_f, octahedral_decode}
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#import bevy_render::maths::{PI, PI_2}
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#import bevy_render::view::View
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#import bevy_solari::sampling::{sample_uniform_hemisphere, sample_random_light}
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#import bevy_solari::sampling::{sample_uniform_hemisphere, sample_random_light, sample_disk}
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#import bevy_solari::scene_bindings::{trace_ray, resolve_ray_hit_full, RAY_T_MIN, RAY_T_MAX}
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@group(1) @binding(0) var view_output: texture_storage_2d<rgba16float, read_write>;
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@ -23,6 +23,7 @@
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struct PushConstants { frame_index: u32, reset: u32 }
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var<push_constant> constants: PushConstants;
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const SPATIAL_REUSE_RADIUS_PIXELS = 30.0;
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const CONFIDENCE_WEIGHT_CAP = 30.0;
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@compute @workgroup_size(8, 8, 1)
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@ -40,11 +41,9 @@ fn initial_and_temporal(@builtin(global_invocation_id) global_id: vec3<u32>) {
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let gpixel = textureLoad(gbuffer, global_id.xy, 0);
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let world_position = reconstruct_world_position(global_id.xy, depth);
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let world_normal = octahedral_decode(unpack_24bit_normal(gpixel.a));
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let base_color = pow(unpack4x8unorm(gpixel.r).rgb, vec3(2.2));
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let diffuse_brdf = base_color / PI;
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let initial_reservoir = generate_initial_reservoir(world_position, world_normal, diffuse_brdf, &rng);
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let temporal_reservoir = load_temporal_reservoir(global_id.xy, depth, world_position, world_normal, diffuse_brdf, &rng);
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let initial_reservoir = generate_initial_reservoir(world_position, world_normal, &rng);
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let temporal_reservoir = load_temporal_reservoir(global_id.xy, depth, world_position, world_normal, &rng);
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let combined_reservoir = merge_reservoirs(initial_reservoir, temporal_reservoir, &rng);
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gi_reservoirs_b[pixel_index] = combined_reservoir;
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@ -69,17 +68,20 @@ fn spatial_and_shade(@builtin(global_invocation_id) global_id: vec3<u32>) {
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let diffuse_brdf = base_color / PI;
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let input_reservoir = gi_reservoirs_b[pixel_index];
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let cos_theta = dot(normalize(input_reservoir.sample_point_world_position - world_position), world_normal);
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let radiance = input_reservoir.radiance * diffuse_brdf * cos_theta;
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let spatial_reservoir = load_spatial_reservoir(global_id.xy, depth, world_position, world_normal, &rng);
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let combined_reservoir = merge_reservoirs(input_reservoir, spatial_reservoir, &rng);
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gi_reservoirs_a[pixel_index] = input_reservoir;
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gi_reservoirs_a[pixel_index] = combined_reservoir;
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let cos_theta = dot(normalize(combined_reservoir.sample_point_world_position - world_position), world_normal);
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let radiance = combined_reservoir.radiance * diffuse_brdf * cos_theta;
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var pixel_color = textureLoad(view_output, global_id.xy);
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pixel_color += vec4(radiance * input_reservoir.unbiased_contribution_weight * view.exposure, 0.0);
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pixel_color += vec4(radiance * combined_reservoir.unbiased_contribution_weight * view.exposure, 0.0);
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textureStore(view_output, global_id.xy, pixel_color);
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}
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fn generate_initial_reservoir(world_position: vec3<f32>, world_normal: vec3<f32>, diffuse_brdf: vec3<f32>, rng: ptr<function, u32>) -> Reservoir{
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fn generate_initial_reservoir(world_position: vec3<f32>, world_normal: vec3<f32>, rng: ptr<function, u32>) -> Reservoir{
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var reservoir = empty_reservoir();
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let ray_direction = sample_uniform_hemisphere(world_normal, rng);
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@ -105,13 +107,10 @@ fn generate_initial_reservoir(world_position: vec3<f32>, world_normal: vec3<f32>
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let inverse_uniform_hemisphere_pdf = PI_2;
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reservoir.unbiased_contribution_weight = direct_lighting.inverse_pdf * inverse_uniform_hemisphere_pdf;
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let cos_theta = dot(ray_direction, world_normal);
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reservoir.target_function = luminance(reservoir.radiance * diffuse_brdf * cos_theta);
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return reservoir;
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}
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fn load_temporal_reservoir(pixel_id: vec2<u32>, depth: f32, world_position: vec3<f32>, world_normal: vec3<f32>, diffuse_brdf: vec3<f32>, rng: ptr<function, u32>) -> Reservoir {
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fn load_temporal_reservoir(pixel_id: vec2<u32>, depth: f32, world_position: vec3<f32>, world_normal: vec3<f32>, rng: ptr<function, u32>) -> Reservoir {
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let motion_vector = textureLoad(motion_vectors, pixel_id, 0).xy;
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let temporal_pixel_id_float = vec2<f32>(pixel_id) - (motion_vector * view.viewport.zw);
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@ -165,12 +164,37 @@ fn load_temporal_reservoir(pixel_id: vec2<u32>, depth: f32, world_position: vec3
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temporal_reservoir.confidence_weight = min(temporal_reservoir.confidence_weight, CONFIDENCE_WEIGHT_CAP);
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let temporal_cos_theta = dot(normalize(temporal_reservoir.sample_point_world_position - world_position), world_normal);
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temporal_reservoir.target_function = luminance(temporal_reservoir.radiance * diffuse_brdf * temporal_cos_theta);
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return temporal_reservoir;
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}
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fn load_spatial_reservoir(pixel_id: vec2<u32>, depth: f32, world_position: vec3<f32>, world_normal: vec3<f32>, rng: ptr<function, u32>) -> Reservoir {
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let spatial_pixel_id = get_neighbor_pixel_id(pixel_id, rng);
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let spatial_depth = textureLoad(depth_buffer, spatial_pixel_id, 0);
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let spatial_gpixel = textureLoad(gbuffer, spatial_pixel_id, 0);
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let spatial_world_position = reconstruct_world_position(spatial_pixel_id, spatial_depth);
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let spatial_world_normal = octahedral_decode(unpack_24bit_normal(spatial_gpixel.a));
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if pixel_dissimilar(depth, world_position, spatial_world_position, world_normal, spatial_world_normal) {
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return empty_reservoir();
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}
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let spatial_pixel_index = spatial_pixel_id.x + spatial_pixel_id.y * u32(view.viewport.z);
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var spatial_reservoir = gi_reservoirs_b[spatial_pixel_index];
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let ray_direction = normalize(spatial_reservoir.sample_point_world_position - world_position);
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let ray_hit = trace_ray(world_position, ray_direction, RAY_T_MIN, RAY_T_MAX, RAY_FLAG_NONE);
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spatial_reservoir.unbiased_contribution_weight *= f32(ray_hit.kind == RAY_QUERY_INTERSECTION_NONE);
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return spatial_reservoir;
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}
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fn get_neighbor_pixel_id(center_pixel_id: vec2<u32>, rng: ptr<function, u32>) -> vec2<u32> {
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var spatial_id = vec2<i32>(center_pixel_id) + vec2<i32>(sample_disk(SPATIAL_REUSE_RADIUS_PIXELS, rng));
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spatial_id = clamp(spatial_id, vec2(0i), vec2<i32>(view.viewport.zw) - 1i);
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return vec2<u32>(spatial_id);
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}
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fn reconstruct_world_position(pixel_id: vec2<u32>, depth: f32) -> vec3<f32> {
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let uv = (vec2<f32>(pixel_id) + 0.5) / view.viewport.zw;
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let xy_ndc = (uv - vec2(0.5)) * vec2(2.0, -2.0);
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@ -211,7 +235,7 @@ struct Reservoir {
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radiance: vec3<f32>,
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confidence_weight: f32,
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unbiased_contribution_weight: f32,
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target_function: f32,
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padding1: f32,
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padding2: f32,
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padding3: f32,
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}
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@ -229,15 +253,17 @@ fn empty_reservoir() -> Reservoir {
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);
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}
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fn merge_reservoirs(canonical_reservoir: Reservoir,other_reservoir: Reservoir,rng: ptr<function, u32>) -> Reservoir {
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fn merge_reservoirs(canonical_reservoir: Reservoir, other_reservoir: Reservoir, rng: ptr<function, u32>) -> Reservoir {
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// TODO: Balance heuristic MIS weights
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let mis_weight_denominator = 1.0 / (canonical_reservoir.confidence_weight + other_reservoir.confidence_weight);
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let canonical_mis_weight = canonical_reservoir.confidence_weight * mis_weight_denominator;
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let canonical_resampling_weight = canonical_mis_weight * (canonical_reservoir.target_function * canonical_reservoir.unbiased_contribution_weight);
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let canonical_target_function = luminance(canonical_reservoir.radiance);
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let canonical_resampling_weight = canonical_mis_weight * (canonical_target_function * canonical_reservoir.unbiased_contribution_weight);
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let other_mis_weight = other_reservoir.confidence_weight * mis_weight_denominator;
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let other_resampling_weight = other_mis_weight * (other_reservoir.target_function * other_reservoir.unbiased_contribution_weight);
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let other_target_function = luminance(other_reservoir.radiance);
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let other_resampling_weight = other_mis_weight * (other_target_function * other_reservoir.unbiased_contribution_weight);
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var combined_reservoir = empty_reservoir();
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combined_reservoir.weight_sum = canonical_resampling_weight + other_resampling_weight;
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@ -246,15 +272,16 @@ fn merge_reservoirs(canonical_reservoir: Reservoir,other_reservoir: Reservoir,rn
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if rand_f(rng) < other_resampling_weight / combined_reservoir.weight_sum {
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combined_reservoir.sample_point_world_position = other_reservoir.sample_point_world_position;
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combined_reservoir.radiance = other_reservoir.radiance;
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combined_reservoir.target_function = other_reservoir.target_function;
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let inverse_target_function = select(0.0, 1.0 / other_target_function, other_target_function > 0.0);
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combined_reservoir.unbiased_contribution_weight = combined_reservoir.weight_sum * inverse_target_function;
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} else {
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combined_reservoir.sample_point_world_position = canonical_reservoir.sample_point_world_position;
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combined_reservoir.radiance = canonical_reservoir.radiance;
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combined_reservoir.target_function = canonical_reservoir.target_function;
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}
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let inverse_target_function = select(0.0, 1.0 / combined_reservoir.target_function, combined_reservoir.target_function > 0.0);
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combined_reservoir.unbiased_contribution_weight = combined_reservoir.weight_sum * inverse_target_function;
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let inverse_target_function = select(0.0, 1.0 / canonical_target_function, canonical_target_function > 0.0);
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combined_reservoir.unbiased_contribution_weight = combined_reservoir.weight_sum * inverse_target_function;
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}
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return combined_reservoir;
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}
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