Rendering Improvements [WIP]

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Rendering Improvements [WIP]

PostPosted by dragonCASTjosh » 31 May 2016, 19:16

I have recently picked up work on improving the renderer, currently none of these changes are public but in the future they will likely be merged with the master branch of Uhro. All feedback is welcome as i want this to be the best it can.

Current features include:
  • Physically based inverse square light falloff
  • Pre-filtered IBL(currently handled externally)

Upcoming features:
  • Screen space reflections
  • Screen space soft shadows
  • Area lighting
  • Ambient occusion
  • New water shader
  • And more..


Screenshots
To correctly view images you will need to open then in a separate window

Inverse square light falloff
This uses the technique shown in Epic's PBR paper for unreal to get a realistic falloff of light.
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Image


Pre-filtered IBL
This may be difficult to see the difference but take my word for it performance is massively increased. likely not viable for mobile due to file size limits.
Show spoiler
Image
Last edited by dragonCASTjosh on 31 May 2016, 20:04, edited 1 time in total.
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Re: Rendering Improvements [WIP]

PostPosted by Victor » 31 May 2016, 19:59

Looks really good man! One request I'd really like to see happen are improvements to the water shader (or perhaps a new water shader for oceans). The current shader is really cool, although I had a hard time trying to convert this example into Urho: https://www.shadertoy.com/view/Ms2SD1 (for oceans).

Now, this could be because I am still new to Urho so I don't quite understand how everything is hooked up, but that's my request. :-D Again, great job so far!

- Sorry if this was not a valid request/feedback.
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Re: Rendering Improvements [WIP]

PostPosted by dragonCASTjosh » 31 May 2016, 20:03

Victor wrote:Looks really good man! One request I'd really like to see happen are improvements to the water shader (or perhaps a new water shader for oceans). The current shader is really cool, although I had a hard time trying to convert this example into Urho: https://www.shadertoy.com/view/Ms2SD1 (for oceans).

Now, this could be because I am still new to Urho so I don't quite understand how everything is hooked up, but that's my request. :-D Again, great job so far!

- Sorry if this was not a valid request/feedback.


Ill see what i can do :)
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Re: Rendering Improvements [WIP]

PostPosted by Victor » 31 May 2016, 20:06

dragonCASTjosh wrote:Ill see what i can do :)


You rock dude!
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Re: Rendering Improvements [WIP]

PostPosted by sabotage3d » 31 May 2016, 23:13

Looks good. Are you doing energy conservation? As the specs and diffuse look a bit blown out.
For example these are from Unity's PBR:
Fully metalic: http://i.imgur.com/uVYZhkc.png
Fully diffuse: http://i.imgur.com/BsqDs9E.png
And this is going from one to the other: http://i.imgur.com/S12idNa.gif
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Re: Rendering Improvements [WIP]

PostPosted by dragonCASTjosh » 01 Jun 2016, 10:09

sabotage3d wrote:Looks good. Are you doing energy conservation? As the specs and diffuse look a bit blown out.
For example these are from Unity's PBR:
Fully metalic: http://i.imgur.com/uVYZhkc.png
Fully diffuse: http://i.imgur.com/BsqDs9E.png
And this is going from one to the other: http://i.imgur.com/S12idNa.gif


Energy conservation is something im looking into but i want to change some stuff with the BRDF first
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Re: Rendering Improvements [WIP]

PostPosted by Hevedy » 01 Jun 2016, 12:56

This is looking pretty good, good work!

By the way the other day i tested the Urho3D las master version and the new PBR + Blurred shadows have big FPS drops and low FPS compared to other game engines. Drop to 80FPS and I'm in 780GTX in UE4 I can run a scene like that probably at constant 140FPS *but I need to check that better. And the shadows got some problems with the corners got an transparent aura
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Re: Rendering Improvements [WIP]

PostPosted by dragonCASTjosh » 01 Jun 2016, 13:39

Hevedy wrote:This is looking pretty good, good work!

By the way the other day i tested the Urho3D las master version and the new PBR + Blurred shadows have big FPS drops and low FPS compared to other game engines. Drop to 80FPS and I'm in 780GTX in UE4 I can run a scene like that probably at constant 140FPS *but I need to check that better. And the shadows got some problems with the corners got an transparent aura


The current problem with PBR within Urho is all the calculations are handled at runtime, engines like unreal approximate this into a texture that they load into a shader, the second feature currently listed as complete is doing this calculation prior to even shipping the engine so that performance is as high as possible for everyone.

as for shadows im looking to a screen space solution similar to unreal contact shadows thats planned for 4.13. it will allow high quality shadows on even the smallest object in the scene
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Re: Rendering Improvements [WIP]

PostPosted by hd_ » 01 Jun 2016, 14:40

Good to see you working on these things, thanks !
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Re: Rendering Improvements [WIP]

PostPosted by dragonCASTjosh » 01 Jun 2016, 14:43

hd_ wrote:Good to see you working on these things, thanks !

still having the issues you pointed out to me a while ago where dds files from cmftStudio are not being imported by Urho. Im having to result to CubeMapGen but results are very inconstant.
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