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 Frame Buffer Postprocessing Effects in double-s. T. E. A. L (Wreckless) Masaki Kawase
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tarix | 02.10.2018 | ölçüsü | 3,92 Mb. | | #72045 |
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Frame Buffer Postprocessing Effects in DOUBLE-S.T.E.A.L (Wreckless) Masaki Kawase BUNKASHA GAMES BUNKASHA PUBLISHING CO.,LTD http://www.bunkasha-games.com http://www.daionet.gr.jp/~masa/
Xbox DirectX Fake HDR and Glare filters Depth of Field (DOF) Post-processing image filters
Xbox DirectX Xbox DirectX Extensions - Same as GeForce3 OpenGL Extensions
- Texture shader
- Register combiners
- Shadow mapping
Capability to typecast resources - Use D3DFMT_D2S8 depth-buffer as a 3DFMT_A8R8G8B8 texture
- Render to a Vertex Buffer
Pixel Shader Extensions Register combiners for Pixel Shader - General combiners
- Color blending instructions
- Final combiner
General Combiners (1) xmma d0,d1,d2, s0,s1,s2,s3 - d0 = s0*s1
- d1 = s2*s3
- d2 = s0*s1 + s2*s3
xmmc d0,d1,d2, s0,s1,s2,s3 - d0 = s0*s1
- d1 = s2*s3
- d2 = (r0.a>0.5) ? s2*s3 : s0*s1
General Combiners (2) xdd d0,d1, s0,s1,s2,s3 - d0 = s0 dp3 s1
- d1 = s2 dp3 s3
xdm d0,d1, s0,s1,s2,s3 - d0 = s0 dp3 s1
- d1 = s2*s3
Final Combiner xfc s0,s1,s2,s3, s4,s5, s6 - Final output rgb = s0*s1 + (1-s0)*s2 + s3
- Final output alpha = s6
- Final combiner special input registers
- PROD = s4*s5
- SUM = r0+v1
- FOG.a = fog factor
Fake HDR and Glare filters
High Dynamic Range (HDR) Rendering Very important in representing real-world brightness Very bright scene causes “Glare”
HDR Rendering Process Render scene with HDR Generate glare images from bright pixels Add glare to Frame Buffer
HDR Scene Rendering with A8R8G8B8 Frame Buffer Use alpha channel as an additional information about pixel brightness - Render scene with alpha channel
- Output higher alpha values to bright pixels
Glare-generation Process
Glare filters Downsample frame buffer to ¼ * ¼ (1/16) the size Pixel brightness = RGB * A Generate glare - Afterimage
- Bloom
- Star (light streaks)
- Ghost (not used in DOUBLE-S.T.E.A.L)
Afterimage Update afterimage - Next afterimage =
- Previous frame afterimage * p +
- current frame image * c – 1/255
- p: previous image weight
- c: current image weight
It’s not LERP (Linear intERPolation) - p+c can be greater than 1.0
Bias –1/255 - Prevent dirty pixels from remaining
Bloom Repeatedly apply small blur filters
Bloom filter (1st pass)
Bloom filter (2nd, 3rd, … pass)
Star (light streaks) Caused by diffraction or refraction of incoming light - Cross filter
- Stop (Diaphragm blades)
Light streak (1st pass) Texcoord[s] = rendering point + s texels color weight[s] = a^s
Light streak (2nd pass) SetTexture(s, 1st render target) ; Texcoord[s] = rendering point + 4*s color weight[s] = a^(4*s)
Light streak (nth pass) nth pass - SetTexture(s, n-1th render target) ;
- b = 4^(n-1)
- Texcoord[s] = rendering point + b*s
- color weight[s] = a^(b*s)
4^n-pixel blur - n=2 or 3 for good results
Repeat the above process
Ghost (not used in DOUBLE-S.T.E.A.L) Caused by internal reflections inside the lens system Scaling about the screen center
Scaling about the screen center texcoord = (original texcoord - 0.5) * s + 0.5 - s: An arbitrary scaling factor
Ghost (1st pass) Mask the source images with a smooth circle - To prevent rectangular edges
Ghost (2nd and 3rd passes) Multi-tap scaling and color modulation
Glare Effects in DirectX9 High-Precision buffer formats More complex pixel operations - Gorgeous glare effects
- Still too expensive for games
- Will hopefully be of practical use in the near future
Depth of Field (DOF)
DOF Process Use depth buffer (W buffer in DOUBLE-S.T.E.A.L) - Generate blurred frame buffer
- Can be smaller than the frame buffer
- But don’t use box filter to resize
- Multi-tap blur filter is recommended
- Calculate screen-space blurriness based on W buffer and focal distance per pixel
- Blend the blurred image and the frame buffer based on the blurriness
Look up screen-space blurriness from W buffer - Directly look up blurriness from W value
- 1D look-up texture
- 8-bit table for mapping the W value to blurriness
- Calculate blurriness for each W value by CPU
- 8 bits : 256 elements per frame
Lookup screen-space blurriness Sample D24S8 W value as A8R8G8B8 texture - Can get the highest 8 bits of depth component as 8-bit alpha by typecasting
Use dependent texture read “texreg2ar” - “texreg2ar” uses alpha and red components of another texture as the current texture coordinates (u,v)
Lookup blurriness Get the screen-space blurriness
Blending based on blurriness - One is a bit blurred and the other is strongly blurred
- The DOF result is a blend of three images (the frame buffer and two blurred images)
- Better than a blend of two images (the frame buffer and one blurred image)
The blurred images can be small - 256x192 and 160x120 in DOUBLE-S.T.E.A.L
Calculate Blend factor Alpha and Color (1) Calculate “Blend Alpha” and “Blend Color” in Pixel Shader Alpha-blend with the frame buffer - Blend Alpha should always be smaller than 1.0
Ideally, alpha and color outputs satisfy: - r : screen-space blurriness
- blur1 : a bit blurred image (256x192)
- blur2 : strongly blurred image (160x120)
- When r = 0.0
- .a = 0.0 (no blend)
- .rgb = blur1 (will not affect the result)
- The resulting pixel is 100% the frame buffer
Calculate Blend factor Alpha and Color (2) - When r = 0.5
- .a = somewhat smaller than 1.0
- .rgb = blur1
- The result is almost the blur1 image
- When r = 1.0
- .a = slightly smaller than 1.0
- .rgb = a blend of blur1 and blur2 (almost blur2)
- The result is almost the blur2 image
DOF Shader Code if (blurriness > 0.5) { out.a = blurriness * 0.25 + 0.75 ; } else { out.a = blurriness * 1.5 ; } // blurriness: 0.0 -> rgbFactor = -0.75 // blurriness: 0.5 -> rgbFactor = 0.0 // blurriness: 1.0 -> rgbFactor = 0.75 rgbFactor = blurriness * 0.75 - 0.75 ; // lerp blur1 and blur2 by rgbFactor out.rgb = blur1 + (blur2 - blur1) * rgbFactor ;
DOF Pixel Shader xps.1.1 def c0, 0.0f, 0.0f, 0.0f, 0.15f // (0.9f - 0.75f) def c1, 0.0f, 0.0f, 0.0f, 0.75f tex t0 // t0.a : W buffer (distance from camera) texreg2ar t1, t0 // t1.a : screen-space blurriness tex t2 // t2 : blurred frame buffer (256x192) tex t3 // t3 : strongly blurred buffer (160x120) mad_d2 r0.rgb, t1_bx2.a, c0.a, c1.a +mov r0.a, t1.a mul r1.rgb, t1_bx2.a, c1.a +xmmc_x2 DISCARD.a, DISCARD.a, r0.a, t1.a, c1.a, 1-ZERO, r0.b // Color output will be alpha blended with the frame buffer based on the alpha output xfc r1.b, t3, t2, ZERO, ZERO, ZERO, r0.a
DOF processing textures
Depth of Field images
Final Image (1)
Final Image (2)
Other post-processing filters Projector - Separation of RGB components
Camera image - Emphasize contrast
- Soften edges
Illustration - Edge detection
- Pale coloring
Projector (RGB separation) Pixel Shader xps.1.1 // c0.rgb : glare intensity // c2.rgb : fadeout color // c2.a : fadeout factor def c5, 1.0f, 0.0f, 0.0f, 0.0f // R mask def c6, 0.0f, 1.0f, 0.0f, 0.0f // G mask def c7, 0.0f, 0.0f, 1.0f, 0.0f // B mask tex t0 // frame buffer(R jittered) tex t1 // frame buffer(G jittered) tex t2 // frame buffer(B jittered) tex t3 // generated glare
Projector (RGB separation)
Camera image Pixel Shader xps.1.1 // c4.rgb : gray scale coefficients def c4, 0.30f, 0.59f, 0.11f, 0.0f // blend factor for three images def c5, 0.0f, 0.0f, 0.0f, 0.5f def c6, 0.0f, 0.0f, 0.0f, 0.333333333f tex t0 // frame buffer tex t1 // frame buffer tex t2 // frame buffer tex t3 // glare // Soften frame buffer edges lrp r0, c5.a, t1, t2 lrp r0, c6.a, t0, r0
Camera image
Edge Detection Pixel Shader // Edge detection pixel shader xps.1.1 // Up/Down/Left/Right jittered sampling tex t0 // frame buffer (jittered) tex t1 // frame buffer (jittered) tex t2 // frame buffer (jittered) tex t3 // frame buffer (jittered) // R/G/B sub sub_x2 r0, t0, t1 sub_x2 r1, t2, t3 // dp3_x4 r0, r0, r0 // dp3_x4 r1, r1, r1 xdd_x4 r0, r1, r0, r0, r1, r1 // complement sub r0, 1-r0, r1 // 1 - r0 - r1
Illustration Pixel Shader // Edge detection sub_x2 r0, t0, t1 sub_x2 r1, t2, t3 xdd_x4 r0, r1, r0, r0, r1, r1 sub r0, 1-r0, r1 // 1 - r0 - r1 // Pale coloring dp3_x4 t1, t0, c4 lrp t1.a, c7.b, 1-ZERO, t1.a lrp t0, c7.a, t0, t1.a mul_x2 r0, r0_bx2, t0 xfc c2.a, c2, PROD, ZERO, r0, r0, r0.a
Illustration
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