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FSR2: fix motion vector jitter, add bicubic anti-ringing, depth-dilated MVs
- Motion shader: unjitter NDC before reprojection (ndc+jitter, not ndc-jitter), compute motion against unjittered UV so static scenes produce zero motion - Pass jitter offset to motion shader (push constant 80→96 bytes) - Accumulate shader: restore Catmull-Rom bicubic with anti-ringing clamp to prevent negative-lobe halos at edges while maintaining sharpness - Add depth-dilated motion vectors (3x3 nearest-to-camera) to prevent background MVs bleeding over foreground edges - Widen neighborhood clamp gamma to 3.0, uniform 5% blend with disocclusion/velocity reactive boosting
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5 changed files with 108 additions and 18 deletions
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@ -29,20 +29,84 @@ vec3 yCoCgToRgb(vec3 ycocg) {
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return vec3(y + co - cg, y + cg, y - co - cg);
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}
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// Catmull-Rom bicubic (9 bilinear taps) with anti-ringing clamp.
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// Sharper than bilinear; anti-ringing prevents edge halos that shift with jitter.
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vec3 sampleBicubic(sampler2D tex, vec2 uv, vec2 texSize) {
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vec2 invTexSize = 1.0 / texSize;
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vec2 iTc = uv * texSize;
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vec2 tc = floor(iTc - 0.5) + 0.5;
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vec2 f = iTc - tc;
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// Catmull-Rom weights
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vec2 w0 = f * (-0.5 + f * (1.0 - 0.5 * f));
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vec2 w1 = 1.0 + f * f * (-2.5 + 1.5 * f);
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vec2 w2 = f * (0.5 + f * (2.0 - 1.5 * f));
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vec2 w3 = f * f * (-0.5 + 0.5 * f);
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vec2 s12 = w1 + w2;
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vec2 offset12 = w2 / s12;
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vec2 tc0 = (tc - 1.0) * invTexSize;
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vec2 tc3 = (tc + 2.0) * invTexSize;
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vec2 tc12 = (tc + offset12) * invTexSize;
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// 3x3 bilinear taps covering 4x4 texel support
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vec3 result =
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(texture(tex, vec2(tc0.x, tc0.y)).rgb * w0.x +
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texture(tex, vec2(tc12.x, tc0.y)).rgb * s12.x +
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texture(tex, vec2(tc3.x, tc0.y)).rgb * w3.x) * w0.y +
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(texture(tex, vec2(tc0.x, tc12.y)).rgb * w0.x +
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texture(tex, vec2(tc12.x, tc12.y)).rgb * s12.x +
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texture(tex, vec2(tc3.x, tc12.y)).rgb * w3.x) * s12.y +
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(texture(tex, vec2(tc0.x, tc3.y)).rgb * w0.x +
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texture(tex, vec2(tc12.x, tc3.y)).rgb * s12.x +
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texture(tex, vec2(tc3.x, tc3.y)).rgb * w3.x) * w3.y;
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// Anti-ringing: clamp to range of the 4 nearest texels.
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// Prevents Catmull-Rom negative lobe overshoots at high-contrast edges.
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vec2 tcNear = tc * invTexSize;
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vec3 t00 = texture(tex, tcNear).rgb;
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vec3 t10 = texture(tex, tcNear + vec2(invTexSize.x, 0.0)).rgb;
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vec3 t01 = texture(tex, tcNear + vec2(0.0, invTexSize.y)).rgb;
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vec3 t11 = texture(tex, tcNear + invTexSize).rgb;
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vec3 minC = min(min(t00, t10), min(t01, t11));
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vec3 maxC = max(max(t00, t10), max(t01, t11));
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return clamp(result, minC, maxC);
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}
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void main() {
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ivec2 outPixel = ivec2(gl_GlobalInvocationID.xy);
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ivec2 outSize = ivec2(pc.displaySize.xy);
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if (outPixel.x >= outSize.x || outPixel.y >= outSize.y) return;
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vec2 outUV = (vec2(outPixel) + 0.5) * pc.displaySize.zw;
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vec3 currentColor = texture(sceneColor, outUV).rgb;
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// Bicubic upsampling with anti-ringing: sharp without edge halos
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vec3 currentColor = sampleBicubic(sceneColor, outUV, pc.internalSize.xy);
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if (pc.params.x > 0.5) {
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imageStore(historyOutput, outPixel, vec4(currentColor, 1.0));
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return;
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}
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vec2 motion = texture(motionVectors, outUV).rg;
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// Depth-dilated motion vector: pick the MV from the nearest-to-camera
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// pixel in a 3x3 neighborhood. Prevents background MVs from bleeding
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// over foreground edges.
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vec2 texelSize = pc.internalSize.zw;
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float closestDepth = texture(depthBuffer, outUV).r;
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vec2 closestOffset = vec2(0.0);
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for (int y = -1; y <= 1; y++) {
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for (int x = -1; x <= 1; x++) {
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vec2 off = vec2(float(x), float(y)) * texelSize;
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float d = texture(depthBuffer, outUV + off).r;
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if (d < closestDepth) {
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closestDepth = d;
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closestOffset = off;
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}
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}
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}
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vec2 motion = texture(motionVectors, outUV + closestOffset).rg;
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vec2 historyUV = outUV + motion;
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float historyValid = (historyUV.x >= 0.0 && historyUV.x <= 1.0 &&
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@ -50,8 +114,9 @@ void main() {
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vec3 historyColor = texture(historyInput, historyUV).rgb;
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// Neighborhood clamping in YCoCg space
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vec2 texelSize = pc.internalSize.zw;
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// Neighborhood clamping in YCoCg space with wide gamma.
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// Wide gamma (3.0) prevents jitter-chasing: the clamp box only catches
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// truly stale history (disocclusion), not normal jitter variation.
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vec3 s0 = rgbToYCoCg(currentColor);
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vec3 s1 = rgbToYCoCg(texture(sceneColor, outUV + vec2(-texelSize.x, 0.0)).rgb);
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vec3 s2 = rgbToYCoCg(texture(sceneColor, outUV + vec2( texelSize.x, 0.0)).rgb);
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@ -68,7 +133,7 @@ void main() {
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vec3 variance = max(m2 / 9.0 - mean * mean, vec3(0.0));
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vec3 stddev = sqrt(variance);
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float gamma = 1.5;
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float gamma = 3.0;
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vec3 boxMin = mean - gamma * stddev;
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vec3 boxMax = mean + gamma * stddev;
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@ -77,7 +142,19 @@ void main() {
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historyColor = yCoCgToRgb(clampedHistory);
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float clampDist = length(historyYCoCg - clampedHistory);
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float blendFactor = mix(0.05, 0.30, clamp(clampDist * 2.0, 0.0, 1.0));
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// Uniform 5% blend: ~45 frames for 90% convergence.
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// Simpler than edge-aware; the anti-ringing bicubic handles edge stability.
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float blendFactor = 0.05;
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// Disocclusion: large clamp distance → rapidly replace stale history
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blendFactor = mix(blendFactor, 0.60, clamp(clampDist * 5.0, 0.0, 1.0));
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// Velocity: higher blend during motion reduces ghosting
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float motionMag = length(motion * pc.displaySize.xy);
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blendFactor = max(blendFactor, clamp(motionMag * 0.15, 0.0, 0.35));
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// Full current frame when history is out of bounds
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blendFactor = mix(blendFactor, 1.0, 1.0 - historyValid);
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vec3 result = mix(historyColor, currentColor, blendFactor);
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Binary file not shown.
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@ -8,6 +8,7 @@ layout(set = 0, binding = 1, rg16f) uniform writeonly image2D motionVectors;
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layout(push_constant) uniform PushConstants {
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mat4 reprojMatrix; // prevUnjitteredVP * inverse(currentUnjitteredVP)
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vec4 resolution; // xy = internal size, zw = 1/internal size
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vec4 jitterOffset; // xy = current jitter (NDC), zw = unused
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} pc;
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void main() {
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@ -15,21 +16,30 @@ void main() {
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ivec2 imgSize = ivec2(pc.resolution.xy);
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if (pixelCoord.x >= imgSize.x || pixelCoord.y >= imgSize.y) return;
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// Sample depth (Vulkan: 0 = near, 1 = far)
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float depth = texelFetch(depthBuffer, pixelCoord, 0).r;
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// Pixel center in UV [0,1] and NDC [-1,1]
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// Pixel center UV and NDC
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vec2 uv = (vec2(pixelCoord) + 0.5) * pc.resolution.zw;
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vec2 ndc = uv * 2.0 - 1.0;
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// Clip-to-clip reprojection: current unjittered clip → previous unjittered clip
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vec4 clipPos = vec4(ndc, depth, 1.0);
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// Unjitter the NDC: the scene was rendered with jitter applied to
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// projection[2][0/1]. For RH perspective (P[2][3]=-1, clip.w=-vz):
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// jittered_ndc = unjittered_ndc - jitter
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// unjittered_ndc = ndc + jitter
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vec2 unjitteredNDC = ndc + pc.jitterOffset.xy;
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// Reproject to previous frame via unjittered VP matrices
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vec4 clipPos = vec4(unjitteredNDC, depth, 1.0);
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vec4 prevClip = pc.reprojMatrix * clipPos;
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vec2 prevNdc = prevClip.xy / prevClip.w;
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vec2 prevUV = prevNdc * 0.5 + 0.5;
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// Motion = previous position - current position (both unjittered, in UV space)
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vec2 motion = prevUV - uv;
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// Current unjittered UV for this pixel's world content
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vec2 currentUnjitteredUV = unjitteredNDC * 0.5 + 0.5;
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// Motion between unjittered positions — jitter-free.
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// For a static scene (identity reprojMatrix), this is exactly zero.
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vec2 motion = prevUV - currentUnjitteredUV;
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imageStore(motionVectors, pixelCoord, vec4(motion, 0.0, 0.0));
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}
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Binary file not shown.
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@ -3785,7 +3785,7 @@ bool Renderer::initFSR2Resources() {
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VkPushConstantRange pc{};
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pc.stageFlags = VK_SHADER_STAGE_COMPUTE_BIT;
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pc.offset = 0;
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pc.size = sizeof(glm::mat4) + sizeof(glm::vec4); // 80 bytes
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pc.size = sizeof(glm::mat4) + 2 * sizeof(glm::vec4); // 96 bytes
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VkPipelineLayoutCreateInfo plCI{VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO};
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plCI.setLayoutCount = 1;
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@ -4086,17 +4086,20 @@ void Renderer::dispatchMotionVectors() {
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vkCmdBindDescriptorSets(currentCmd, VK_PIPELINE_BIND_POINT_COMPUTE,
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fsr2_.motionVecPipelineLayout, 0, 1, &fsr2_.motionVecDescSet, 0, nullptr);
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// Single reprojection matrix: prevUnjitteredVP * inv(currentUnjitteredVP)
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// Both matrices are unjittered — jitter only affects sub-pixel sampling,
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// not motion vector computation. This avoids numerical instability from
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// jitter amplification through large world coordinates.
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// Reprojection: prevUnjitteredVP * inv(currentUnjitteredVP)
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// Using unjittered VPs avoids numerical instability from jitter amplification
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// through large world coordinates. The shader corrects NDC by subtracting
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// current jitter before reprojection (depth was rendered at jittered position).
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struct {
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glm::mat4 reprojMatrix; // prevUnjitteredVP * inv(currentUnjitteredVP)
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glm::mat4 reprojMatrix;
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glm::vec4 resolution;
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glm::vec4 jitterOffset; // xy = current jitter (NDC), zw = unused
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} pc;
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glm::mat4 currentUnjitteredVP = camera->getUnjitteredViewProjectionMatrix();
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pc.reprojMatrix = fsr2_.prevViewProjection * glm::inverse(currentUnjitteredVP);
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glm::vec2 jitter = camera->getJitter();
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pc.jitterOffset = glm::vec4(jitter.x, jitter.y, 0.0f, 0.0f);
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pc.resolution = glm::vec4(
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static_cast<float>(fsr2_.internalWidth),
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static_cast<float>(fsr2_.internalHeight),
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