blade-render 0.5.0

Renderer built on Blade
Documentation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
enable wgpu_ray_query;
#include "quaternion.inc.wgsl"
#include "random.inc.wgsl"
#include "env-importance.inc.wgsl"
#include "debug.inc.wgsl"
#include "debug-param.inc.wgsl"
#include "camera.inc.wgsl"
#include "surface.inc.wgsl"
#include "gbuf.inc.wgsl"

const PI: f32 = 3.1415926;
const MAX_RESERVOIRS: u32 = 4u;
// See "DECOUPLING SHADING AND REUSE" in
// "Rearchitecting Spatiotemporal Resampling for Production"
const DECOUPLED_SHADING: bool = false;

// How many more candidates to consder than the taps we need
const FACTOR_CANDIDATES: u32 = 3u;

struct MainParams {
    frame_index: u32,
    num_environment_samples: u32,
    environment_importance_sampling: u32,
    tap_count: u32,
    tap_radius: f32,
    tap_confidence_near: f32,
    tap_confidence_far: f32,
    t_start: f32,
    use_pairwise_mis: u32,
    defensive_mis: f32,
    use_motion_vectors: u32,
};

var<uniform> camera: CameraParams;
var<uniform> prev_camera: CameraParams;
var<uniform> parameters: MainParams;
var<uniform> debug: DebugParams;
var acc_struct: acceleration_structure;
var prev_acc_struct: acceleration_structure;
var env_map: texture_2d<f32>;
var sampler_linear: sampler;
var sampler_nearest: sampler;

struct StoredReservoir {
    light_uv: vec2<f32>,
    light_index: u32,
    target_score: f32,
    contribution_weight: f32,
    confidence: f32,
}
var<storage, read_write> reservoirs: array<StoredReservoir>;
var<storage, read> prev_reservoirs: array<StoredReservoir>;

struct LightSample {
    radiance: vec3<f32>,
    pdf: f32,
    uv: vec2<f32>,
}

struct LiveReservoir {
    selected_uv: vec2<f32>,
    selected_light_index: u32,
    selected_target_score: f32,
    selected_radiance: vec3<f32>,
    weight_sum: f32,
    history: f32,
}

fn compute_target_score(radiance: vec3<f32>) -> f32 {
    return dot(radiance, vec3<f32>(0.3, 0.4, 0.3));
}

fn get_reservoir_index(pixel: vec2<i32>, camera: CameraParams) -> i32 {
    if (all(vec2<u32>(pixel) < camera.target_size)) {
        return pixel.y * i32(camera.target_size.x) + pixel.x;
    } else {
        return -1;
    }
}

fn get_pixel_from_reservoir_index(index: i32, camera: CameraParams) -> vec2<i32> {
    let y = index / i32(camera.target_size.x);
    let x = index - y * i32(camera.target_size.x);
    return vec2<i32>(x, y);
}

fn bump_reservoir(r: ptr<function, LiveReservoir>, history: f32) {
    (*r).history += history;
}
fn make_reservoir(ls: LightSample, light_index: u32, brdf: vec3<f32>) -> LiveReservoir {
    var r: LiveReservoir;
    r.selected_radiance = ls.radiance * brdf;
    r.selected_uv = ls.uv;
    r.selected_light_index = light_index;
    r.selected_target_score = compute_target_score(r.selected_radiance);
    r.weight_sum = r.selected_target_score / ls.pdf;
    r.history = 1.0;
    return r;
}
fn merge_reservoir(r: ptr<function, LiveReservoir>, other: LiveReservoir, random: f32) -> bool {
    (*r).weight_sum += other.weight_sum;
    (*r).history += other.history;
    if ((*r).weight_sum * random < other.weight_sum) {
        (*r).selected_light_index = other.selected_light_index;
        (*r).selected_uv = other.selected_uv;
        (*r).selected_target_score = other.selected_target_score;
        (*r).selected_radiance = other.selected_radiance;
        return true;
    } else {
        return false;
    }
}
fn normalize_reservoir(r: ptr<function, LiveReservoir>, history: f32) {
    let h = (*r).history;
    if (h > 0.0) {
        (*r).weight_sum *= history / h;
        (*r).history = history;
    }
}
fn unpack_reservoir(f: StoredReservoir, max_confidence: f32, radiance: vec3<f32>) -> LiveReservoir {
    var r: LiveReservoir;
    r.selected_light_index = f.light_index;
    r.selected_uv = f.light_uv;
    r.selected_target_score = f.target_score;
    r.selected_radiance = radiance;
    let history = min(f.confidence, max_confidence);
    r.weight_sum = f.contribution_weight * f.target_score * history;
    r.history = history;
    return r;
}
fn pack_reservoir_detail(r: LiveReservoir, denom_factor: f32) -> StoredReservoir {
    var f: StoredReservoir;
    f.light_index = r.selected_light_index;
    f.light_uv = r.selected_uv;
    f.target_score = r.selected_target_score;
    f.confidence = r.history;
    let denom = f.target_score * denom_factor;
    f.contribution_weight = select(0.0, r.weight_sum / denom, denom > 0.0);
    return f;
}

fn pack_reservoir(r: LiveReservoir) -> StoredReservoir {
    return pack_reservoir_detail(r, r.history);
}

var t_depth: texture_2d<f32>;
var t_prev_depth: texture_2d<f32>;
var t_basis: texture_2d<f32>;
var t_prev_basis: texture_2d<f32>;
var t_flat_normal: texture_2d<f32>;
var t_prev_flat_normal: texture_2d<f32>;
var t_motion: texture_2d<f32>;
var out_diffuse: texture_storage_2d<rgba16float, write>;
var out_debug: texture_storage_2d<rgba8unorm, write>;

fn sample_circle(random: f32) -> vec2<f32> {
    let angle = 2.0 * PI * random;
    return vec2<f32>(cos(angle), sin(angle));
}

fn square(v: f32) -> f32 {
    return v * v;
}

fn map_equirect_dir_to_uv(dir: vec3<f32>) -> vec2<f32> {
    //Note: Y axis is up
    let yaw = asin(dir.y);
    let pitch = atan2(dir.x, dir.z);
    return vec2<f32>(pitch + PI, -2.0 * yaw + PI) / (2.0 * PI);
}
fn map_equirect_uv_to_dir(uv: vec2<f32>) -> vec3<f32> {
    let yaw = PI * (0.5 - uv.y);
    let pitch = 2.0 * PI * (uv.x - 0.5);
    return vec3<f32>(cos(yaw) * sin(pitch), sin(yaw), cos(yaw) * cos(pitch));
}

fn evaluate_environment(dir: vec3<f32>) -> vec3<f32> {
    let uv = map_equirect_dir_to_uv(dir);
    return textureSampleLevel(env_map, sampler_linear, uv, 0.0).xyz;
}

fn sample_light_from_sphere(rng: ptr<function, RandomState>) -> LightSample {
    let a = random_gen(rng);
    let h = 1.0 - 2.0 * random_gen(rng); // make sure to allow h==1
    let tangential = sqrt(1.0 - square(h)) * sample_circle(a);
    let dir = vec3<f32>(tangential.x, h, tangential.y);
    var ls = LightSample();
    ls.uv = map_equirect_dir_to_uv(dir);
    ls.pdf = 1.0 / (4.0 * PI);
    ls.radiance = textureSampleLevel(env_map, sampler_linear, ls.uv, 0.0).xyz;
    return ls;
}

fn sample_light_from_environment(rng: ptr<function, RandomState>) -> LightSample {
    let dim = textureDimensions(env_map, 0);
    let es = generate_environment_sample(rng, dim);
    var ls = LightSample();
    ls.pdf = es.pdf;
    // sample the incoming radiance
    ls.radiance = textureLoad(env_map, es.pixel, 0).xyz;
    // for determining direction - offset randomly within the texel
    // this offset has to be uniformly distributed across the surface of the texel
    let u = (f32(es.pixel.x) + random_gen(rng)) / f32(dim.x);
    let bounds = compute_latitude_area_bounds(es.pixel.y, dim.y);
    let v = acos(mix(bounds.x, bounds.y, random_gen(rng))) / PI;
    ls.uv = vec2<f32>(u, v);
    return ls;
}

fn read_surface(pixel: vec2<i32>) -> Surface {
    var surface: Surface;
    surface.basis = normalize(textureLoad(t_basis, pixel, 0));
    surface.flat_normal = normalize(textureLoad(t_flat_normal, pixel, 0).xyz);
    surface.depth = textureLoad(t_depth, pixel, 0).x;
    return surface;
}

fn read_prev_surface(pixel: vec2<i32>) -> Surface {
    var surface: Surface;
    surface.basis = normalize(textureLoad(t_prev_basis, pixel, 0));
    surface.flat_normal = normalize(textureLoad(t_prev_flat_normal, pixel, 0).xyz);
    surface.depth = textureLoad(t_prev_depth, pixel, 0).x;
    return surface;
}

fn evaluate_brdf(surface: Surface, dir: vec3<f32>) -> f32 {
    let lambert_brdf = 1.0 / PI;
    let lambert_term = qrot(qinv(surface.basis), dir).z;
    //Note: albedo not modulated
    return lambert_brdf * max(0.0, lambert_term);
}

var<private> debug_len: f32;

fn check_ray_occluded(acs: acceleration_structure, position: vec3<f32>, direction: vec3<f32>, debug_len: f32, debug_color: u32) -> bool {
    var rq: ray_query;
    let flags = RAY_FLAG_TERMINATE_ON_FIRST_HIT | RAY_FLAG_CULL_NO_OPAQUE;
    rayQueryInitialize(&rq, acs,
        RayDesc(flags, 0xFFu, parameters.t_start, camera.depth, position, direction)
    );
    rayQueryProceed(&rq);
    let intersection = rayQueryGetCommittedIntersection(&rq);

    let occluded = intersection.kind != RAY_QUERY_INTERSECTION_NONE;
    if (DEBUG_MODE && debug_len > 0.0) {
        let color = select(0xFFFFFFu, 0x808080u, occluded) & debug_color;
        debug_line(position, position + debug_len * direction, color);
    }
    return occluded;
}

fn evaluate_reflected_light(surface: Surface, light_index: u32, light_uv: vec2<f32>) -> vec3<f32> {
    if (light_index != 0u) {
        return vec3<f32>(0.0);
    }
    let direction = map_equirect_uv_to_dir(light_uv);
    let brdf = evaluate_brdf(surface, direction);
    if (brdf <= 0.0) {
        return vec3<f32>(0.0);
    }
    // Note: returns radiance not modulated by albedo
    let radiance = textureSampleLevel(env_map, sampler_nearest, light_uv, 0.0).xyz;
    return radiance * brdf;
}

fn get_prev_pixel(pixel: vec2<i32>, pos_world: vec3<f32>) -> vec2<f32> {
    if (USE_MOTION_VECTORS && parameters.use_motion_vectors != 0u) {
        let motion = textureLoad(t_motion, pixel, 0).xy / MOTION_SCALE;
        return vec2<f32>(pixel) + 0.5 + motion;
    } else {
        return get_projected_pixel_float(prev_camera, pos_world);
    }
}

struct TargetScore {
    color: vec3<f32>,
    score: f32,
}

fn make_target_score(color: vec3<f32>) -> TargetScore {
    return TargetScore(color, compute_target_score(color));
}

fn estimate_target_score_with_occlusion(
    surface: Surface, position: vec3<f32>, light_index: u32, light_uv: vec2<f32>, acs: acceleration_structure,
    debug_len: f32, debug_color: u32,
) -> TargetScore {
    if (light_index != 0u) {
        return TargetScore();
    }
    let direction = map_equirect_uv_to_dir(light_uv);
    if (dot(direction, surface.flat_normal) <= 0.0) {
        return TargetScore();
    }
    let brdf = evaluate_brdf(surface, direction);
    if (brdf <= 0.0) {
        return TargetScore();
    }

    if (check_ray_occluded(acs, position, direction, debug_len, debug_color)) {
        return TargetScore();
    } else {
        //Note: same as `evaluate_reflected_light`
        let radiance = textureSampleLevel(env_map, sampler_nearest, light_uv, 0.0).xyz;
        return make_target_score(brdf * radiance);
    }
}

fn evaluate_sample(ls: LightSample, surface: Surface, start_pos: vec3<f32>, debug_len: f32, debug_color: u32) -> f32 {
    let dir = map_equirect_uv_to_dir(ls.uv);
    if (dot(dir, surface.flat_normal) <= 0.0) {
        return 0.0;
    }

    let brdf = evaluate_brdf(surface, dir);
    if (brdf <= 0.0) {
        return 0.0;
    }

    let target_score = compute_target_score(ls.radiance);
    if (target_score < 0.01 * ls.pdf) {
        return 0.0;
    }

    if (check_ray_occluded(acc_struct, start_pos, dir, debug_len, debug_color)) {
        return 0.0;
    }

    return brdf;
}

fn ratio(a: f32, b: f32) -> f32 {
    return select(0.0, a / (a+b), a+b > 0.0);
}

struct RestirOutput {
    radiance: vec3<f32>,
}

fn compute_restir(surface: Surface, pixel: vec2<i32>, rng: ptr<function, RandomState>, enable_debug: bool) -> RestirOutput {
    let ray_dir = get_ray_direction(camera, pixel);
    let pixel_index = get_reservoir_index(pixel, camera);
    if (surface.depth == 0.0) {
        reservoirs[pixel_index] = StoredReservoir();
        let env = evaluate_environment(ray_dir);
        return RestirOutput(env);
    }

    if (WRITE_DEBUG_IMAGE && debug.view_mode == DebugMode_Depth) {
        textureStore(out_debug, pixel, vec4<f32>(1.0 / surface.depth));
    }
    let position = camera.position + surface.depth * ray_dir;
    let normal = qrot(surface.basis, vec3<f32>(0.0, 0.0, 1.0));
    let debug_len = select(0.0, surface.depth * 0.2, enable_debug);

    var canonical = LiveReservoir();
    for (var i = 0u; i < parameters.num_environment_samples; i += 1u) {
        var ls: LightSample;
        if (parameters.environment_importance_sampling != 0u) {
            ls = sample_light_from_environment(rng);
        } else {
            ls = sample_light_from_sphere(rng);
        }

        let brdf = evaluate_sample(ls, surface, position, debug_len, 0x00FF00u);
        if (brdf > 0.0) {
            let other = make_reservoir(ls, 0u, vec3<f32>(brdf));
            merge_reservoir(&canonical, other, random_gen(rng));
        } else {
            bump_reservoir(&canonical, 1.0);
        }
    }

    let center_coord = get_prev_pixel(pixel, position);

    // First, gather the list of reservoirs to merge with
    var accepted_reservoir_indices = array<i32, MAX_RESERVOIRS>();
    var accepted_count = 0u;
    let max_samples = min(MAX_RESERVOIRS, parameters.tap_count);
    let num_candidates = max_samples * FACTOR_CANDIDATES;

    for (var tap = 0u; tap < num_candidates && accepted_count < max_samples; tap += 1u) {
        let radius = parameters.tap_radius * random_gen(rng);
        let offset = radius * sample_circle(random_gen(rng));
        let other_pixel = vec2<i32>(center_coord + offset);

        let other_index = get_reservoir_index(other_pixel, prev_camera);
        if (other_index < 0) {
            continue;
        }
        if (prev_reservoirs[other_index].confidence == 0.0) {
            continue;
        }

        let other_surface = read_prev_surface(other_pixel);
        let compatibility = compare_surfaces(surface, other_surface);
        if (compatibility < 0.1) {
            // if the surfaces are too different, there is no trust in this sample
            continue;
        }

        accepted_reservoir_indices[accepted_count] = other_index;
        accepted_count += 1u;
    }

    if (WRITE_DEBUG_IMAGE && debug.view_mode == DebugMode_SampleReuse) {
        var color = vec4<f32>(0.0);
        for (var i = 0u; i < min(3u, accepted_count); i += 1u) {
            color[i] = 1.0;
        }
        textureStore(out_debug, pixel, color);
    }

    // Next, evaluate the MIS of each of the samples versus the canonical one.
    var reservoir = LiveReservoir();
    var color_and_weight = vec4<f32>(0.0);
    let mis_scale = 1.0 / (f32(accepted_count) + parameters.defensive_mis);
    var mis_canonical = select(mis_scale * parameters.defensive_mis, 1.0, accepted_count == 0u || parameters.use_pairwise_mis == 0u);
    let inv_count = 1.0 / f32(accepted_count);

    for (var rid = 0u; rid < accepted_count; rid += 1u) {
        let neighbor_index = accepted_reservoir_indices[rid];
        let neighbor = prev_reservoirs[neighbor_index];
        let neighbor_pixel = get_pixel_from_reservoir_index(neighbor_index, prev_camera);

        let offset = vec2<f32>(neighbor_pixel) - center_coord;
        let max_confidence = mix(parameters.tap_confidence_near, parameters.tap_confidence_far, length(offset) / parameters.tap_radius);
        var other: LiveReservoir;
        if (parameters.use_pairwise_mis != 0u) {
            let neighbor_history = min(neighbor.confidence, max_confidence);
            {   // scoping this to hint the register allocation
                let neighbor_surface = read_prev_surface(neighbor_pixel);
                let neighbor_dir = get_ray_direction(prev_camera, neighbor_pixel);
                let neighbor_position = prev_camera.position + neighbor_surface.depth * neighbor_dir;

                let t_canonical_at_neighbor = estimate_target_score_with_occlusion(
                    neighbor_surface, neighbor_position, canonical.selected_light_index, canonical.selected_uv, prev_acc_struct, debug_len, 0xFF0000u);
                let r_canonical = ratio(canonical.history * canonical.selected_target_score * inv_count, neighbor_history * t_canonical_at_neighbor.score);
                mis_canonical += mis_scale * r_canonical;
            }

            let t_neighbor_at_canonical = estimate_target_score_with_occlusion(
                surface, position, neighbor.light_index, neighbor.light_uv, acc_struct, debug_len, 0x0000FFu);
            let r_neighbor = ratio(neighbor_history * neighbor.target_score, canonical.history * t_neighbor_at_canonical.score * inv_count);
            let mis_neighbor = mis_scale * r_neighbor;

            other.history = neighbor_history;
            other.selected_light_index = neighbor.light_index;
            other.selected_uv = neighbor.light_uv;
            other.selected_target_score = t_neighbor_at_canonical.score;
            other.selected_radiance = t_neighbor_at_canonical.color;
            other.weight_sum = t_neighbor_at_canonical.score * neighbor.contribution_weight * mis_neighbor;
        } else {
            let radiance = evaluate_reflected_light(surface, neighbor.light_index, neighbor.light_uv);
            other = unpack_reservoir(neighbor, max_confidence, radiance);
        }

        if (DECOUPLED_SHADING) {
            let color = neighbor.contribution_weight * other.selected_radiance;
            color_and_weight += other.weight_sum * vec4<f32>(color, 1.0);
        }
        if (other.weight_sum <= 0.0) {
            bump_reservoir(&reservoir, other.history);
        } else {
            merge_reservoir(&reservoir, other, random_gen(rng));
        }
    }

    // Finally, merge in the canonical sample
    if (parameters.use_pairwise_mis != 0) {
        normalize_reservoir(&canonical, mis_canonical);
    }
    if (DECOUPLED_SHADING) {
        let cw = canonical.weight_sum / max(canonical.selected_target_score, 0.1);
        color_and_weight += canonical.weight_sum * vec4<f32>(cw * canonical.selected_radiance, 1.0);
    }
    merge_reservoir(&reservoir, canonical, random_gen(rng));

    let effective_history = select(reservoir.history, 1.0, parameters.use_pairwise_mis != 0);
    let stored = pack_reservoir_detail(reservoir, effective_history);
    reservoirs[pixel_index] = stored;
    var ro = RestirOutput();
    if (DECOUPLED_SHADING) {
        ro.radiance = color_and_weight.xyz / max(color_and_weight.w, 0.001);
    } else {
        ro.radiance = stored.contribution_weight * reservoir.selected_radiance;
    }
    return ro;
}

@compute @workgroup_size(8, 4)
fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
    if (any(global_id.xy >= camera.target_size)) {
        return;
    }

    let global_index = global_id.y * camera.target_size.x + global_id.x;
    var rng = random_init(global_index, parameters.frame_index);

    let surface = read_surface(vec2<i32>(global_id.xy));
    let enable_debug = DEBUG_MODE && all(global_id.xy == debug.mouse_pos);
    let enable_restir_debug = (debug.draw_flags & DebugDrawFlags_RESTIR) != 0u && enable_debug;
    let ro = compute_restir(surface, vec2<i32>(global_id.xy), &rng, enable_restir_debug);

    let color = ro.radiance;
    if (enable_debug) {
        debug_buf.variance.color_sum += color;
        debug_buf.variance.color2_sum += color * color;
        debug_buf.variance.count += 1u;
    }
    textureStore(out_diffuse, global_id.xy, vec4<f32>(color, 1.0));
}