为什么SSAO仅在某些角度/距离下工作?

时间:2019-04-05 07:17:29

标签: c++ graphics 3d glsl vulkan

我正在尝试将Sascha Willems SSAO example用作资源时复制LearnOpenGL SSAO tutorial。但是我的SSAO代码仅部分覆盖了特定角度/距离的模型,并且在靠近对象时也具有非常强的自遮挡效果。

左边是我的渲染器,右边是Sascha Willems SSAO Example

编辑:RenderDoc的“正确”图像上有一些奇怪的伪像。抱歉。

关于我的渲染器变量的一些注释:

  • 位置+深度图像使用VK_FORMAT_R32G32B32A32_SFLOAT格式,在RenderDoc中看起来正确。 [1] [2]
  • 正常图像使用VK_FORMAT_R8G8B8A8_UNORM格式,在RenderDoc中看起来正确。 [1]
  • 位置+深度和普通图像使用带有VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE的VkSampler。
  • SSAO图像为VK_FORMAT_R8_UNORM,并且正在由着色器正确写入。 [1]
  • SSAO噪声图像使用VK_FORMAT_R32G32B32A32_SFLOAT格式,在RenderDoc中看起来正确。 [1]
  • SSAO噪声图像正在使用具有VK_SAMPLER_ADDRESS_MODE_REPEAT的VkSampler。

SSAO噪声

// Random Generator
std::default_random_engine rndEngine(static_cast<unsigned>(glfwGetTime()));
std::uniform_real_distribution<float> rndDist(0.0f, 1.0f);

// SSAO random noise
std::vector<glm::vec4> ssaoNoise(SSAO_NOISE_DIM * SSAO_NOISE_DIM);
for (uint32_t i = 0; i < static_cast<uint32_t>(ssaoNoise.size()); i++)
{
    ssaoNoise[i] = glm::vec4(rndDist(rndEngine) * 2.0f - 1.0f, rndDist(rndEngine) * 2.0f - 1.0f, 0.0f, 0.0f);
}

SSAO内核

// Function for SSAOKernel generation
float lerp(float a, float b, float f)
{
    return a + f * (b - a);
}

// SSAO sample kernel
std::vector<glm::vec4> ssaoKernel(SSAO_KERNEL_SIZE);
for (uint32_t i = 0; i < SSAO_KERNEL_SIZE; i++)
{
    glm::vec3 sample(rndDist(rndEngine) * 2.0 - 1.0, rndDist(rndEngine) * 2.0 - 1.0, rndDist(rndEngine));
    sample = glm::normalize(sample);
    sample *= rndDist(rndEngine);
    float scale = float(i) / float(SSAO_KERNEL_SIZE);
    scale = lerp(0.1f, 1.0f, scale * scale);
    ssaoKernel[i] = glm::vec4(sample * scale, 0.0f);
}

SSAO内核XY值在-1.0至1.0之间,Z值在0.0至1.0之间:

ssaoKernel XYZ[0]: X: -0.0428458 Y: 0.0578492 Z: 0.0569087
ssaoKernel XYZ[1]: X: 0.0191572 Y: 0.0442375 Z: 0.00108795
ssaoKernel XYZ[2]: X: 0.00155709 Y: 0.0287552 Z: 0.024916
ssaoKernel XYZ[3]: X: -0.0169349 Y: -0.0298343 Z: 0.0272303
ssaoKernel XYZ[4]: X: 0.0469432 Y: 0.0348599 Z: 0.0573885
(...)
ssaoKernel XYZ[31]: X: -0.104106 Y: -0.434528 Z: 0.321963

GLSL着色器

model.vert

mat3 normalMatrix = transpose(inverse(mat3(ubo.view * ubo.model)));
outNormalViewSpace = normalMatrix * inNormal;
outPositionViewSpace = vec3(ubo.view * ubo.model * vec4(inPosition, 1.0));

model.frag

// These are identical to the camera
float near = 0.1; 
float far  = 100.0; 

float LinearizeDepth(float depth) 
{
    float z = depth * 2.0 - 1.0;
    return (2.0 * near * far) / (far + near - z * (far - near));    
}

(...)

outNormalViewSpace = vec4(normalize(inNormalViewSpace) * 0.5 + 0.5, 1.0);
outPositionDepth = vec4(inPositionViewSpace, LinearizeDepth(gl_FragCoord.z));

fullscreen.vert

outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
gl_Position = vec4(outUV * 2.0f - 1.0f, 0.0f, 1.0f);

ssao.frag

#version 450

layout (location = 0) in vec2 inUV;

layout (constant_id = 1) const int SSAO_KERNEL_SIZE = 32;
layout (constant_id = 2) const float SSAO_RADIUS = 0.5;

layout (binding = 0) uniform sampler2D samplerPositionDepth;
layout (binding = 1) uniform sampler2D samplerNormal;
layout (binding = 2) uniform sampler2D samplerSSAONoise;

layout (binding = 3) uniform SSAOKernel
{
    vec4 samples[SSAO_KERNEL_SIZE];
} ssaoKernel;

layout( push_constant ) uniform UniformBufferObject {
    mat4 projection;
} ubo;

layout (location = 0) out float outSSAO;

void main() 
{
    //
    // SSAO Post Processing (Pre-Blur)
    //

    // Get a random vector using a noise lookup
    ivec2 texDim = textureSize(samplerPositionDepth, 0); 
    ivec2 noiseDim = textureSize(samplerSSAONoise, 0);
    const vec2 noiseUV = vec2(float(texDim.x) / float(noiseDim.x), float(texDim.y) / (noiseDim.y)) * inUV;   
    vec3 randomVec = texture(samplerSSAONoise, noiseUV).xyz * 2.0 - 1.0;

    // Get G-Buffer values
    vec3 fragPos = texture(samplerPositionDepth, inUV).rgb;
    vec3 normal = normalize(texture(samplerNormal, inUV).rgb * 2.0 - 1.0);

    // Create TBN matrix
    vec3 tangent = normalize(randomVec - normal * dot(randomVec, normal));
    vec3 bitangent = cross(tangent, normal);
    mat3 TBN = mat3(tangent, bitangent, normal);

    // Calculate occlusion value
    float occlusion = 0.0f;
    for(int i = 0; i < SSAO_KERNEL_SIZE; i++)
    {       
        vec3 samplePos = TBN * ssaoKernel.samples[i].xyz;
        samplePos = fragPos + samplePos * SSAO_RADIUS; 

        // project
        vec4 offset = vec4(samplePos, 1.0f);
        offset = ubo.projection * offset; 
        offset.xyz /= offset.w; 
        offset.xyz = offset.xyz * 0.5f + 0.5f;  

        float sampleDepth = -texture(samplerPositionDepth, offset.xy).w;

        // Range check
        float rangeCheck = smoothstep(0.0f, 1.0f, SSAO_RADIUS / abs(fragPos.z - sampleDepth));
        occlusion += (sampleDepth >= samplePos.z ? 1.0f : 0.0f) * rangeCheck;  
    }
    occlusion = 1.0 - (occlusion / float(SSAO_KERNEL_SIZE));

    outSSAO = occlusion;
}

在某处必须设置错误或计算不正确,但是我不能完全依靠它。如果缺少相关内容,请随时请求其他代码段。

非常感谢您的帮助,谢谢!

1 个答案:

答案 0 :(得分:3)

信贷转到mlkn,以在注释中指出LinearizeDepth函数的外观不正确。他是正确的,有一个额外的不必要的“ * 2.0-1.0”步骤不属于该步骤。谢谢mlkn! :)

这是原始的,不正确的LinearizeDepth函数:

float LinearizeDepth(float depth) 
{
    float z = depth * 2.0 - 1.0;
    return (2.0 * near * far) / (far + near - z * (far - near));    
}

通过删除第一行并将其更改为此:

float LinearizeDepth(float depth) 
{
    return (2.0 * near * far) / (far + near - depth * (far - near));    
}

我的输出立即更改为此,这似乎是正确的: Correct SSAO