// https://intro-to-restir.cwyman.org/presentations/2023ReSTIR_Course_Notes.pdf
// https://d1qx31qr3h6wln.cloudfront.net/publications/ReSTIR%20GI.pdf
#import bevy_core_pipeline::tonemapping::tonemapping_luminance as luminance
#import bevy_pbr::pbr_deferred_types::unpack_24bit_normal
#import bevy_pbr::prepass_bindings::PreviousViewUniforms
#import bevy_pbr::rgb9e5::rgb9e5_to_vec3_
#import bevy_pbr::utils::{rand_f, rand_range_u, octahedral_decode, sample_disk}
#import bevy_render::maths::PI
#import bevy_render::view::View
#import bevy_solari::presample_light_tiles::{ResolvedLightSamplePacked, unpack_resolved_light_sample}
#import bevy_solari::sampling::{LightSample, calculate_resolved_light_contribution, resolve_and_calculate_light_contribution, resolve_light_sample, trace_light_visibility}
#import bevy_solari::scene_bindings::{light_sources, previous_frame_light_id_translations, LIGHT_NOT_PRESENT_THIS_FRAME}
@group(1) @binding(0) var view_output: texture_storage_2d<rgba16float, read_write>;
@group(1) @binding(1) var<storage, read_write> light_tile_samples: array<LightSample>;
@group(1) @binding(2) var<storage, read_write> light_tile_resolved_samples: array<ResolvedLightSamplePacked>;
@group(1) @binding(3) var di_reservoirs_a: texture_storage_2d<rgba32uint, read_write>;
@group(1) @binding(4) var di_reservoirs_b: texture_storage_2d<rgba32uint, read_write>;
@group(1) @binding(7) var gbuffer: texture_2d<u32>;
@group(1) @binding(8) var depth_buffer: texture_depth_2d;
@group(1) @binding(9) var motion_vectors: texture_2d<f32>;
@group(1) @binding(10) var previous_gbuffer: texture_2d<u32>;
@group(1) @binding(11) var previous_depth_buffer: texture_depth_2d;
@group(1) @binding(12) var<uniform> view: View;
@group(1) @binding(13) var<uniform> previous_view: PreviousViewUniforms;
struct PushConstants { frame_index: u32, reset: u32 }
var<push_constant> constants: PushConstants;
const INITIAL_SAMPLES = 32u;
const SPATIAL_REUSE_RADIUS_PIXELS = 30.0;
const CONFIDENCE_WEIGHT_CAP = 20.0;
const NULL_RESERVOIR_SAMPLE = 0xFFFFFFFFu;
@compute @workgroup_size(8, 8, 1)
fn initial_and_temporal(@builtin(workgroup_id) workgroup_id: vec3<u32>, @builtin(global_invocation_id) global_id: vec3<u32>) {
if any(global_id.xy >= vec2u(view.main_pass_viewport.zw)) { return; }
let pixel_index = global_id.x + global_id.y * u32(view.main_pass_viewport.z);
var rng = pixel_index + constants.frame_index;
let depth = textureLoad(depth_buffer, global_id.xy, 0);
if depth == 0.0 {
store_reservoir_b(global_id.xy, empty_reservoir());
return;
}
let gpixel = textureLoad(gbuffer, global_id.xy, 0);
let world_position = reconstruct_world_position(global_id.xy, depth);
let world_normal = octahedral_decode(unpack_24bit_normal(gpixel.a));
let base_color = pow(unpack4x8unorm(gpixel.r).rgb, vec3(2.2));
let diffuse_brdf = base_color / PI;
let initial_reservoir = generate_initial_reservoir(world_position, world_normal, diffuse_brdf, workgroup_id.xy, &rng);
let temporal_reservoir = load_temporal_reservoir(global_id.xy, depth, world_position, world_normal);
let merge_result = merge_reservoirs(initial_reservoir, temporal_reservoir, world_position, world_normal, diffuse_brdf, &rng);
store_reservoir_b(global_id.xy, merge_result.merged_reservoir);
}
@compute @workgroup_size(8, 8, 1)
fn spatial_and_shade(@builtin(global_invocation_id) global_id: vec3<u32>) {
if any(global_id.xy >= vec2u(view.main_pass_viewport.zw)) { return; }
let pixel_index = global_id.x + global_id.y * u32(view.main_pass_viewport.z);
var rng = pixel_index + constants.frame_index;
let depth = textureLoad(depth_buffer, global_id.xy, 0);
if depth == 0.0 {
store_reservoir_a(global_id.xy, empty_reservoir());
textureStore(view_output, global_id.xy, vec4(vec3(0.0), 1.0));
return;
}
let gpixel = textureLoad(gbuffer, global_id.xy, 0);
let world_position = reconstruct_world_position(global_id.xy, depth);
let world_normal = octahedral_decode(unpack_24bit_normal(gpixel.a));
let base_color = pow(unpack4x8unorm(gpixel.r).rgb, vec3(2.2));
let diffuse_brdf = base_color / PI;
let emissive = rgb9e5_to_vec3_(gpixel.g);
let input_reservoir = load_reservoir_b(global_id.xy);
let spatial_reservoir = load_spatial_reservoir(global_id.xy, depth, world_position, world_normal, &rng);
let merge_result = merge_reservoirs(input_reservoir, spatial_reservoir, world_position, world_normal, diffuse_brdf, &rng);
let combined_reservoir = merge_result.merged_reservoir;
store_reservoir_a(global_id.xy, combined_reservoir);
var pixel_color = merge_result.selected_sample_radiance * combined_reservoir.unbiased_contribution_weight;
pixel_color *= view.exposure;
pixel_color *= diffuse_brdf;
pixel_color += emissive;
textureStore(view_output, global_id.xy, vec4(pixel_color, 1.0));
}
fn generate_initial_reservoir(world_position: vec3<f32>, world_normal: vec3<f32>, diffuse_brdf: vec3<f32>, workgroup_id: vec2<u32>, rng: ptr<function, u32>) -> Reservoir {
var workgroup_rng = (workgroup_id.x * 5782582u) + workgroup_id.y;
let light_tile_start = rand_range_u(128u, &workgroup_rng) * 1024u;
var reservoir = empty_reservoir();
var weight_sum = 0.0;
let mis_weight = 1.0 / f32(INITIAL_SAMPLES);
var reservoir_target_function = 0.0;
var light_sample_world_position = vec4(0.0);
var selected_tile_sample = 0u;
for (var i = 0u; i < INITIAL_SAMPLES; i++) {
let tile_sample = light_tile_start + rand_range_u(1024u, rng);
let resolved_light_sample = unpack_resolved_light_sample(light_tile_resolved_samples[tile_sample], view.exposure);
let light_contribution = calculate_resolved_light_contribution(resolved_light_sample, world_position, world_normal);
let target_function = luminance(light_contribution.radiance * diffuse_brdf);
let resampling_weight = mis_weight * (target_function * light_contribution.inverse_pdf);
weight_sum += resampling_weight;
if rand_f(rng) < resampling_weight / weight_sum {
reservoir_target_function = target_function;
light_sample_world_position = resolved_light_sample.world_position;
selected_tile_sample = tile_sample;
}
}
if reservoir_target_function != 0.0 {
reservoir.sample = light_tile_samples[selected_tile_sample];
}
if reservoir_valid(reservoir) {
let inverse_target_function = select(0.0, 1.0 / reservoir_target_function, reservoir_target_function > 0.0);
reservoir.unbiased_contribution_weight = weight_sum * inverse_target_function;
reservoir.unbiased_contribution_weight *= trace_light_visibility(world_position, light_sample_world_position);
}
reservoir.confidence_weight = 1.0;
return reservoir;
}
fn load_temporal_reservoir(pixel_id: vec2<u32>, depth: f32, world_position: vec3<f32>, world_normal: vec3<f32>) -> Reservoir {
let motion_vector = textureLoad(motion_vectors, pixel_id, 0).xy;
let temporal_pixel_id_float = round(vec2<f32>(pixel_id) - (motion_vector * view.main_pass_viewport.zw));
let temporal_pixel_id = vec2<u32>(temporal_pixel_id_float);
// Check if the current pixel was off screen during the previous frame (current pixel is newly visible),
// or if all temporal history should assumed to be invalid
if any(temporal_pixel_id_float < vec2(0.0)) || any(temporal_pixel_id_float >= view.main_pass_viewport.zw) || bool(constants.reset) {
return empty_reservoir();
}
// Check if the pixel features have changed heavily between the current and previous frame
let temporal_depth = textureLoad(previous_depth_buffer, temporal_pixel_id, 0);
let temporal_gpixel = textureLoad(previous_gbuffer, temporal_pixel_id, 0);
let temporal_world_position = reconstruct_previous_world_position(temporal_pixel_id, temporal_depth);
let temporal_world_normal = octahedral_decode(unpack_24bit_normal(temporal_gpixel.a));
if pixel_dissimilar(depth, world_position, temporal_world_position, world_normal, temporal_world_normal) {
return empty_reservoir();
}
var temporal_reservoir = load_reservoir_a(temporal_pixel_id);
// Check if the light selected in the previous frame no longer exists in the current frame (e.g. entity despawned)
let previous_light_id = temporal_reservoir.sample.light_id >> 16u;
let triangle_id = temporal_reservoir.sample.light_id & 0xFFFFu;
let light_id = previous_frame_light_id_translations[previous_light_id];
if light_id == LIGHT_NOT_PRESENT_THIS_FRAME {
return empty_reservoir();
}
temporal_reservoir.sample.light_id = (light_id << 16u) | triangle_id;
temporal_reservoir.confidence_weight = min(temporal_reservoir.confidence_weight, CONFIDENCE_WEIGHT_CAP);
return temporal_reservoir;
}
fn load_spatial_reservoir(pixel_id: vec2<u32>, depth: f32, world_position: vec3<f32>, world_normal: vec3<f32>, rng: ptr<function, u32>) -> Reservoir {
let spatial_pixel_id = get_neighbor_pixel_id(pixel_id, rng);
let spatial_depth = textureLoad(depth_buffer, spatial_pixel_id, 0);
let spatial_gpixel = textureLoad(gbuffer, spatial_pixel_id, 0);
let spatial_world_position = reconstruct_world_position(spatial_pixel_id, spatial_depth);
let spatial_world_normal = octahedral_decode(unpack_24bit_normal(spatial_gpixel.a));
if pixel_dissimilar(depth, world_position, spatial_world_position, world_normal, spatial_world_normal) {
return empty_reservoir();
}
var spatial_reservoir = load_reservoir_b(spatial_pixel_id);
if reservoir_valid(spatial_reservoir) {
let resolved_light_sample = resolve_light_sample(spatial_reservoir.sample, light_sources[spatial_reservoir.sample.light_id >> 16u]);
spatial_reservoir.unbiased_contribution_weight *= trace_light_visibility(world_position, resolved_light_sample.world_position);
}
return spatial_reservoir;
}
fn get_neighbor_pixel_id(center_pixel_id: vec2<u32>, rng: ptr<function, u32>) -> vec2<u32> {
var spatial_id = vec2<f32>(center_pixel_id) + sample_disk(SPATIAL_REUSE_RADIUS_PIXELS, rng);
spatial_id = clamp(spatial_id, vec2(0.0), view.main_pass_viewport.zw - 1.0);
return vec2<u32>(spatial_id);
}
fn reconstruct_world_position(pixel_id: vec2<u32>, depth: f32) -> vec3<f32> {
let uv = (vec2<f32>(pixel_id) + 0.5) / view.main_pass_viewport.zw;
let xy_ndc = (uv - vec2(0.5)) * vec2(2.0, -2.0);
let world_pos = view.world_from_clip * vec4(xy_ndc, depth, 1.0);
return world_pos.xyz / world_pos.w;
}
fn reconstruct_previous_world_position(pixel_id: vec2<u32>, depth: f32) -> vec3<f32> {
let uv = (vec2<f32>(pixel_id) + 0.5) / view.main_pass_viewport.zw;
let xy_ndc = (uv - vec2(0.5)) * vec2(2.0, -2.0);
let world_pos = previous_view.world_from_clip * vec4(xy_ndc, depth, 1.0);
return world_pos.xyz / world_pos.w;
}
// Reject if tangent plane difference difference more than 0.3% or angle between normals more than 25 degrees
fn pixel_dissimilar(depth: f32, world_position: vec3<f32>, other_world_position: vec3<f32>, normal: vec3<f32>, other_normal: vec3<f32>) -> bool {
// https://developer.download.nvidia.com/video/gputechconf/gtc/2020/presentations/s22699-fast-denoising-with-self-stabilizing-recurrent-blurs.pdf#page=45
let tangent_plane_distance = abs(dot(normal, other_world_position - world_position));
let view_z = -depth_ndc_to_view_z(depth);
return tangent_plane_distance / view_z > 0.003 || dot(normal, other_normal) < 0.906;
}
fn depth_ndc_to_view_z(ndc_depth: f32) -> f32 {
#ifdef VIEW_PROJECTION_PERSPECTIVE
return -view.clip_from_view[3][2]() / ndc_depth;
#else ifdef VIEW_PROJECTION_ORTHOGRAPHIC
return -(view.clip_from_view[3][2] - ndc_depth) / view.clip_from_view[2][2];
#else
let view_pos = view.view_from_clip * vec4(0.0, 0.0, ndc_depth, 1.0);
return view_pos.z / view_pos.w;
#endif
}
struct Reservoir {
sample: LightSample,
confidence_weight: f32,
unbiased_contribution_weight: f32,
}
fn empty_reservoir() -> Reservoir {
return Reservoir(
LightSample(NULL_RESERVOIR_SAMPLE, 0u),
0.0,
0.0,
);
}
fn reservoir_valid(reservoir: Reservoir) -> bool {
return reservoir.sample.light_id != NULL_RESERVOIR_SAMPLE;
}
fn pack_reservoir(reservoir: Reservoir) -> vec4<u32> {
let weights = bitcast<vec2<u32>>(vec2<f32>(reservoir.confidence_weight, reservoir.unbiased_contribution_weight));
return vec4<u32>(reservoir.sample.light_id, reservoir.sample.seed, weights);
}
fn store_reservoir_a(pixel: vec2<u32>, reservoir: Reservoir) {
textureStore(di_reservoirs_a, pixel, pack_reservoir(reservoir));
}
fn store_reservoir_b(pixel: vec2<u32>, reservoir: Reservoir) {
textureStore(di_reservoirs_b, pixel, pack_reservoir(reservoir));
}
fn unpack_reservoir(packed: vec4<u32>) -> Reservoir {
let weights = bitcast<vec2<f32>>(packed.zw);
return Reservoir(LightSample(packed.x, packed.y), weights.x, weights.y);
}
fn load_reservoir_a(pixel: vec2<u32>) -> Reservoir {
return unpack_reservoir(textureLoad(di_reservoirs_a, pixel));
}
fn load_reservoir_b(pixel: vec2<u32>) -> Reservoir {
return unpack_reservoir(textureLoad(di_reservoirs_b, pixel));
}
struct ReservoirMergeResult {
merged_reservoir: Reservoir,
selected_sample_radiance: vec3<f32>,
}
fn merge_reservoirs(
canonical_reservoir: Reservoir,
other_reservoir: Reservoir,
world_position: vec3<f32>,
world_normal: vec3<f32>,
diffuse_brdf: vec3<f32>,
rng: ptr<function, u32>,
) -> ReservoirMergeResult {
let mis_weight_denominator = 1.0 / (canonical_reservoir.confidence_weight + other_reservoir.confidence_weight);
let canonical_mis_weight = canonical_reservoir.confidence_weight * mis_weight_denominator;
let canonical_target_function = reservoir_target_function(canonical_reservoir, world_position, world_normal, diffuse_brdf);
let canonical_resampling_weight = canonical_mis_weight * (canonical_target_function.a * canonical_reservoir.unbiased_contribution_weight);
let other_mis_weight = other_reservoir.confidence_weight * mis_weight_denominator;
let other_target_function = reservoir_target_function(other_reservoir, world_position, world_normal, diffuse_brdf);
let other_resampling_weight = other_mis_weight * (other_target_function.a * other_reservoir.unbiased_contribution_weight);
let weight_sum = canonical_resampling_weight + other_resampling_weight;
var combined_reservoir = empty_reservoir();
combined_reservoir.confidence_weight = canonical_reservoir.confidence_weight + other_reservoir.confidence_weight;
if rand_f(rng) < other_resampling_weight / weight_sum {
combined_reservoir.sample = other_reservoir.sample;
let inverse_target_function = select(0.0, 1.0 / other_target_function.a, other_target_function.a > 0.0);
combined_reservoir.unbiased_contribution_weight = weight_sum * inverse_target_function;
return ReservoirMergeResult(combined_reservoir, other_target_function.rgb);
} else {
combined_reservoir.sample = canonical_reservoir.sample;
let inverse_target_function = select(0.0, 1.0 / canonical_target_function.a, canonical_target_function.a > 0.0);
combined_reservoir.unbiased_contribution_weight = weight_sum * inverse_target_function;
return ReservoirMergeResult(combined_reservoir, canonical_target_function.rgb);
}
}
// TODO: Have input take ResolvedLightSample instead of reservoir.light_sample
fn reservoir_target_function(reservoir: Reservoir, world_position: vec3<f32>, world_normal: vec3<f32>, diffuse_brdf: vec3<f32>) -> vec4<f32> {
if !reservoir_valid(reservoir) { return vec4(0.0); }
let light_contribution = resolve_and_calculate_light_contribution(reservoir.sample, world_position, world_normal).radiance;
let target_function = luminance(light_contribution * diffuse_brdf);
return vec4(light_contribution, target_function);
}