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Showing posts from November, 2017

A better depth buffer for raymarching

When doing any type of raymarching over a depth buffer, it is very easy to determine if there is no occluder – the depth in the buffer is farther away than the current point on the ray. However, when the depth in the buffer is closer you might be occluded or you might not, depending on a) the thickness of the occluder and b) if there are any other occluders behind the first one and their thickness. It seems most people assume a) is either infinite or a constant value and b) is ignored alltogether.

Since my new renderer is entirely based around screen space raymarching I wanted to improve on this to make it more accurate. This has been done before, but mostly in the context of order independent transparency (I think).

Let's look at a scene where the occluders are assumed to have infinite depth (I have tweaked the lighting for more distinct shadows to get a better look at raymarching artefacts, so the lighting does not exactly match the environment in these screenshot).


At a first …

Upscaling half resolution screen space effects

When working with diffuse lighting and ambient occlusion in screen space it is often very tempting to do computations in lower resolution. Most of it is blurry anyway, and for any kind of GI/path tracing, diffuse lighting is undoubtedly the bottleneck. Here is a test scene with all colours set to white and no textures.



Enabling only the diffuse lighting, the image looks strangely familiar.



You quickly realise that diffuse lighting is the lion's share of the entire image. Since everything is the same colour, two overlapping objects can be told apart only because they differ in diffuse lighting. Therefore, lowering the resolution of diffuse lighting also means that a lot of edges will be half resolution and the same diffuse lighting suddenly looks like this.



Not acceptable (click on image to view full resolution), but note that the image looks perfectly fine over larger areas where there are no edges, and also at the contours towards the skybox. I've come to think of two soluti…