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* A prototype of DGI radiance initialization from baked SH.
* Disable ZHWindow in ProbePropagationInitialize for now as it gives too smooth and dark radiance to axes.
* Minor fixes in propagation and a cleanup.
* Partner/crazyhunter 10.7.0 custom.1 dgi initial state from baked sh to from basis improvement (#107)
Improve ambient dice basis coefficients, improve basis normalization, and improve methods for projection from and to SH, choosing the right method for the context.
Dynamic GI: Ambient Dice to ZH: Switched over to using a raw ZH fit instead of deringed zh fit. It results in significantly lower error when compared to a ground truth monte carlo projection, which means slightly punchier + higher contrast + less washed out GI. And the ringing concern seems to not be an issue due to the way light is propagated. Across a number of test scenes no ringing is present.
Co-authored-by: Nicholas Brancaccio <[email protected]>
Copy file name to clipboardExpand all lines: com.unity.render-pipelines.high-definition/Runtime/Lighting/ProbeVolume/DynamicGI/ProbePropagationAxes.compute
+86-16Lines changed: 86 additions & 16 deletions
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@@ -87,7 +87,7 @@ int ProbeCoordinateToIndex(uint3 probeCoordinate)
// Because convolution in SH space is cheap (zonal harmonic window component-wise multiplication), we are able to
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// more accurately capture the integral of incoming irradiance over the hit basis solid angle + weight.
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// It's important to note that this is an approximation - because our hit axis lobe is not a zonal harmonic - it is an SG or AmbientDice lobe,
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// but it can be approximately represented as an ZH.
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// This has been validated against a ground truth monte carlo sampling of the basis over the hemisphere and the results are almost completely indistinguishable.
Copy file name to clipboardExpand all lines: com.unity.render-pipelines.high-definition/Runtime/Lighting/ProbeVolume/DynamicGI/ProbePropagationBasis.cs
+14-3Lines changed: 14 additions & 3 deletions
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@@ -73,11 +73,22 @@ public static void ComputeAmbientDiceSharpAmplitudeAndSharpnessFromAxisDirection
// New coefficients tuned to to maximize unity across the sphere when integrating incoming radiance from monte carlo directions (i.e in a white furnace test).
Copy file name to clipboardExpand all lines: com.unity.render-pipelines.high-definition/Runtime/Lighting/ProbeVolume/DynamicGI/ProbePropagationBasis.hlsl
Copy file name to clipboardExpand all lines: com.unity.render-pipelines.high-definition/Runtime/Lighting/ProbeVolume/DynamicGI/ProbePropagationBasisInternal.hlsl
// New coefficients tuned to to maximize unity across the sphere when integrating incoming radiance from monte carlo directions (i.e in a white furnace test).
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