@mirth Given the critical part here is the edges, the demonstration you propose doesn't help on this issue.
Then one solution could be compute bits at half-res where there isn't edges (so edges are at full res), but this sounds a bit like the MSAA or Variable rate solution that were proposed in other replies, they are unfortunately difficult to implement in my engine.
Froyok
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I recently added a rendering pass in my engine to compute volumetric shapes via raymarching. -
I recently added a rendering pass in my engine to compute volumetric shapes via raymarching.@mirth I will scratch my head a bit about it ;)
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I recently added a rendering pass in my engine to compute volumetric shapes via raymarching.@mirth Hmm, I not sure I see how I could transcribe the effect into this method. What would be the point of making it separable it, outside of the performance cost ?
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I recently added a rendering pass in my engine to compute volumetric shapes via raymarching.I use a 3x3 bilateral filter, each sample is weighted by both spatial distance (sub-pixel position within the half-res grid) and depth
similarity (to prevent light bleeding across silhouettes). -
I recently added a rendering pass in my engine to compute volumetric shapes via raymarching.To illustrate a bit, In the worst-case scenario this is how it looks like:
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I recently added a rendering pass in my engine to compute volumetric shapes via raymarching.@WaitForPresent Not doable with the framework I'm working with I believe, plus I'm sticking to OpenGL currently. Or I would need to emulate it myself in compute.
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I recently added a rendering pass in my engine to compute volumetric shapes via raymarching.@blurple I haven't tried the checkerboard, but I tried different combination of bilinear and nearest filtering with custom weights. No luck so far.
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I recently added a rendering pass in my engine to compute volumetric shapes via raymarching.@breakin Thank for sharing that idea still ! That's sounds interesting ! :)
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I recently added a rendering pass in my engine to compute volumetric shapes via raymarching.@breakin I have the zbuffer yes, but I can't toy with msaa unfortunately. Here the issue is around edges of geometry, noise isn't a problem.
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I recently added a rendering pass in my engine to compute volumetric shapes via raymarching.I'm not sure what I could do better, without temporal anti-aliasing. I'm open to suggestions ☺️
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I recently added a rendering pass in my engine to compute volumetric shapes via raymarching.I render them at half resolution to save a bit on performance and keep it cheap. However I'm struggling to find a good upscale algorithm. Bilateral weights based on the differences on the depth buffer isn't enough.
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I recently added a rendering pass in my engine to compute volumetric shapes via raymarching.I recently added a rendering pass in my engine to compute volumetric shapes via raymarching. Mostly to cast volumetric shadows with spot lights.