Comments (6)
Also - it's worth noting that the Quill player varies the blue noise per frame. It increases "crawling" but at a high refresh rate it adds some temporal smoothing (I assume due to persistence of vision)
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I made some progress here, my code is a mess now, I can PR after cleaning it a bit.
Here's how it looks with 1, 4, and 8 MSAA samples respectively:
There are some other tricks to reduce noise further as shown here: https://luebke.us/publications/StochasticTransparency_I3D2010.pdf
I write to SV_Coverage
the coverage mask is created as follows:
uint createStochasticMask(float alpha, float3 pos, uint idx)
{
uint mask = 0;
for (uint i = 0; i < 8; i++)
{
float3 seed = pos + (idx + 1) * (10*i + 1);
float cutoff = saturate(hash13(seed));
if (alpha > cutoff)
{
mask |= 1 << i;
}
}
return mask;
}
I use an intermediate Render Texture with MSAA enabled then resolve it to the main one.
It doesn't seem to render well according to depth, when using no order it renders points randomly, and when using the Order buffer everything is inverted (further things render first). Any ideas why? I use:
ZWrite On
ZTest LEqual
Blend One Zero
Cull Off
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Would blue noise improve things here? It should be as simple as sampling from a pregenerated texture.
@pablodawson Is this right repo and branch? https://github.com/pablodawson/UnityGaussianSplatting
Nothing renders for me even when I try and bypass the NRE in the console.
from unitygaussiansplatting.
@andybak I updated the repo, it implements both Weighted blended OIT and Blue Noise/Hashed OIT, and you can switch between them in the inspector.
For the latter, Blue Noise seems to look worse in my opinion. Weighted blended OIT seems promising as it is less "grainy" but it might require some tweaking to get it right.
Also Noise/Hashed OIT seems to work only on sorted splats which kind of defeats the purpose, but it's a decent starting point I think.
Some comparisons:
I want to try Depth Peeling next, but it might be too much overhead.
Edit: Apparently weighted blending is not good for this case since it fails on surfaces with high alpha with transparency behind it
https://therealmjp.github.io/posts/weighted-blended-oit/
from unitygaussiansplatting.
Interesting, I'll see if I can implement that. Also forgot to add alpha correction, the latest commit should look better (and not require sorting)
from unitygaussiansplatting.
Update: Fixed some things. The bike scene looks decent now imo and depth is correct with no sorting.
On my 3070:
Alpha blending (current): 80 FPS
Hashed alpha 8X: 98 FPS
Hashed alpha 4X: 103 FPS
Hashed alpha 2X: 198 FPS
Also @andybak do you recall using anything else to reduce noise?
Looking into TAA and Bilateral/Median Filters for example
from unitygaussiansplatting.
Related Issues (20)
- Converting Shaders to Shader Graph HOT 4
- Platforms: iPhone XR (A12) is not working due to lack of wave ops HOT 9
- Model superposition problem HOT 1
- Has issue with rendering in uneven scale of the viewport HOT 4
- how can I browse for a different .ply? HOT 1
- LightGaussian is here!! HOT 2
- Even faster radix sort :) HOT 1
- Passing orientation HOT 1
- Re-Lightning GS HOT 1
- Any idea about how to adjust the resolution? HOT 1
- PLY vertex size mismatch, expected 248 but file had 15 HOT 1
- Encode splats in a compute shader
- Support Scaffold-GS rendering HOT 5
- IndexOutOfRangeException: Invalid kernelIndex (0) passed, must be non-negative less than 20. HOT 4
- How to export a compressed (smaller) splat? HOT 1
- Cant get the render to work. Need guidance. HOT 1
- Export ply compressed files HOT 1
- Use plugin in another project HOT 1
- [Bug] gaussianAsset throw Null Execption HOT 4
- Tools: Changing the pivot point of the splat for exports HOT 2
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