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Virtual shadowmap #681

Open
2 of 6 tasks
Try opened this issue Sep 5, 2024 · 18 comments
Open
2 of 6 tasks

Virtual shadowmap #681

Try opened this issue Sep 5, 2024 · 18 comments

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@Try
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Try commented Sep 5, 2024

In general, I'm looking for a new, more sophisticated, solution to replace projective shadowmap.

Goals

  • scaling with resolution (faster on low-res rendering)
  • single solution for any GPU (unlike ray-tracing)
  • high (pixel-perfect) quality

Progress

  • DirectLighting (sun)
  • Fog
    • Optimized fog
  • Point lights
  • Overall optimization
    • small-core (512 threadgroup) support

Known solutions

Not a lot actually...
nanite (page 119): https://advances.realtimerendering.com/s2021/Karis_Nanite_SIGGRAPH_Advances_2021_final.pdf
assassins creed (page 55): https://advances.realtimerendering.com/s2015/aaltonenhaar_siggraph2015_combined_final_footer_220dpi.pdf
https://ktstephano.github.io/rendering/stratusgfx/svsm
https://www.cse.chalmers.se/~uffe/ClusteredWithShadows.pdf
https://www.gamedevs.org/uploads/efficient-shadows-from-many-lights.pdf

not vsm, but close enough in concept:
http://lukaskalbertodt.github.io/2023/11/18/tiled-soft-shadow-volumes.html

Very first WIP

изображение
изображение

Some page-data to illustrate
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Initial implementation

Decide to start with common parameters for now:

  • only sun-light for now
  • 4k*4k page atlas
  • 128x128 page size: up to 1024 pages
  • Clipmaps + page table 64x64x32
  • Meshlets are duplicated, as many time as many pages they overlap

Current considerations:

  1. Cluster culling: cull all clusters versus all pages is expensive
    1.1 Coarse culling not possible - need to output exact pageId, for visible meshlets
    1.2 Output size is not deterministic and no good way to react to out-of-memory
  2. Cull versus clip-map (HiZ like) is easier, than versus each page individually
    2.1 Won't be able to use hw-rasterizer to output data (need to use image-atomics + image-less rendering)
    2.2 Image-less rendering limited by maxViewportDimensions = 4k
  3. Software renderer?!
    3.1 Immediate one still requires atomics, and wont be better than render-pass based one
    3.2 Tile-base can be an interesting take, but not valid without bindless
  4. Requires some complementary solution to work with volumetrics
Try added a commit that referenced this issue Sep 5, 2024
@YALdysse
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YALdysse commented Sep 6, 2024

@Try, Does this mean OpenGothic will work on weaker graphics cards ?

@Try
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Try commented Sep 6, 2024

@YALdysse by 'weaker' graphics card you mean weaker than what?)

@YALdysse
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YALdysse commented Sep 6, 2024

@YALdysse by 'weaker' graphics card you mean weaker than what?)

OpenGothic consumes an average of 95% of my graphics card - AMD Radeon RX Vega 7 (CPU - AMD Ryzen 5500U).

@YALdysse
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YALdysse commented Sep 6, 2024

OpenGothic consumes an average of 95% of my graphics card - AMD Radeon RX Vega 7 (CPU - AMD Ryzen 5500U).

Unfortunately, we are not talking about stable 60 FPS, but I can play.

@Try
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Try commented Sep 6, 2024

OK, I would like to avoid setting any expectations, as virtual-shadow is pretty-much experimental tech.

AMD Radeon RX Vega 7

With Vega there are 2 major issues:

  • It's way to different to any other gpu and hard to reason about what is going on in this black box
  • it have no mesh-shader. So engine have to fallback to non-indexed draws, what about 3x more expesive

@Try
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Try commented Sep 9, 2024

Some numbers [RTX3070]:

Protective shadowmap (current solution):

  • 7836 meshlets on tested scene (see starting post)
  • 0.16ms

Virtual shadow

  • 408 pages
  • 43392 meshlets (shorten shadow range; meshlets are duplicated for each page)
  • Meshlets in page: 111 = 27 of paladin with gear + landscape
  • Render time of single page: 0.12ms
    • most of rendering time is PROP (pre-rasterization work in HW)

Numbers for one of smaller pages, close to the camera:
изображение

Try added a commit that referenced this issue Sep 10, 2024
@Try Try closed this as completed in c8c7ddc Sep 10, 2024
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@Try Try reopened this Sep 10, 2024
@Try
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Try commented Sep 10, 2024

clip-distance helps with fragment workload, bringing adequate FPS (still slower than regular SM)

изображение

@Try
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Try commented Sep 10, 2024

Some rendering examples:
изображение
изображение
изображение

@Try
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Try commented Sep 10, 2024

City:
изображение

Ship:
изображение

Try added a commit that referenced this issue Sep 14, 2024
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@Try
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Try commented Sep 15, 2024

Even with large pages look is not good:

vsm.header.pageCount	604
vsm.header.meshletCount	91656 // total to draw for VSM
vsm.header.counterM	10787 // total amount of unique meshlets for VSM, meaning duplication factor is ~x9
vsm.header.counterV	 8733 // meshlets that a drawn in case of good-old shadowmap

non-empty shadow mips:  8

Testing area:
изображение

Non related, just cool screens:
изображение
изображение
изображение

@Try
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Try commented Sep 15, 2024

Testing is now enabled by command line: -vsm 1

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@Try
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Try commented Oct 1, 2024

some data on culling:

// baseline
vsm.header.pageCount	546
vsm.header.meshletCount	38316
vsm.header.counterM	13753
vsm.header.counterV	8733

// cull dummy tiles in larger page
vsm.header.pageCount	560
vsm.header.meshletCount	34514
vsm.header.counterM	0
vsm.header.counterV	8733

// hiz
vsm.header.pageCount	558
vsm.header.meshletCount	29547
vsm.header.counterM	0
vsm.header.counterV	8733

About 23% reduction in meshlet count. Now runtime is about 1ms for rendering.

vsm.header.counterV 8733

Amount of meshlets for protective shadow-map. So we still using about 4x meshlets, relative to projective sm

Try added a commit that referenced this issue Oct 1, 2024
@Try
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Try commented Oct 2, 2024

fog + vsm doesn't quite work (non-resident pages):
изображение

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@Try
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Try commented Oct 4, 2024

experimenting with vsm-fog:
изображение

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@Try Try pinned this issue Oct 10, 2024
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@Try
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Try commented Oct 15, 2024

Some frame case-study on draw-amount.
(note: I do prefer to measure amount of meshlets, instead of draw-time as it doesn't depend on gpu-model/temperature/etc)

projectiveSM: 8.7k
virtualSM: 20.6k

Now breakdown per clipmap:

mip:  all, land, obj
 0  1041   590   455
 1  1516   784   732
 2  1263   603   660
 -
 3  2152   996  1156
 4  2516  1238  1282
 5  4731  1016  3715
 6  3900   865  3035
 -
 7  3148   740  2408
 8  156     82    78

Chart Title(1)

Fog adds roughly another 5k to mip5 (and a bit to others)

Try added a commit that referenced this issue Oct 20, 2024
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@Try
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Try commented Nov 4, 2024

vsm: epipolar fog in progress

fog is back to reasonable timings: 1.51ms -> 0.57ms. However comes at cost of some flicker, that need to be worked on

@Try Try mentioned this issue Nov 10, 2024
@Try
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Try commented Nov 10, 2024

L'Hiver. Nice details on individual rocks, ~30% gpu load - similar to vanilla game.

изображение

Try added a commit that referenced this issue Nov 10, 2024
* split page listing and page alocation

#681

* fixup

* 8k vsm pool

* build

* new fog pages

#681

* fixup vms cluster culling

#681

* some tuning for vsm fog

#681

* Update vsm_cluster_task.comp

* epipolar fog initial

* vsm: epipolar fog in progress

#681

* fixup

* fixup

* fixup

* epipolar fog

* CI

* CI
@Try
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Try commented Nov 25, 2024

Some progress on volumetric-fog. I wouldn't call it solved, yet pretty good already:
изображение

изображение

Undersampling artifacts at shafts far from camera:
изображение

Try added a commit that referenced this issue Nov 25, 2024
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