mirror of
https://github.com/bevyengine/bevy
synced 2024-11-14 00:47:32 +00:00
4c15dd0fc5
# Objective Bevy could benefit from *irradiance volumes*, also known as *voxel global illumination* or simply as light probes (though this term is not preferred, as multiple techniques can be called light probes). Irradiance volumes are a form of baked global illumination; they work by sampling the light at the centers of each voxel within a cuboid. At runtime, the voxels surrounding the fragment center are sampled and interpolated to produce indirect diffuse illumination. ## Solution This is divided into two sections. The first is copied and pasted from the irradiance volume module documentation and describes the technique. The second part consists of notes on the implementation. ### Overview An *irradiance volume* is a cuboid voxel region consisting of regularly-spaced precomputed samples of diffuse indirect light. They're ideal if you have a dynamic object such as a character that can move about static non-moving geometry such as a level in a game, and you want that dynamic object to be affected by the light bouncing off that static geometry. To use irradiance volumes, you need to precompute, or *bake*, the indirect light in your scene. Bevy doesn't currently come with a way to do this. Fortunately, [Blender] provides a [baking tool] as part of the Eevee renderer, and its irradiance volumes are compatible with those used by Bevy. The [`bevy-baked-gi`] project provides a tool, `export-blender-gi`, that can extract the baked irradiance volumes from the Blender `.blend` file and package them up into a `.ktx2` texture for use by the engine. See the documentation in the `bevy-baked-gi` project for more details as to this workflow. Like all light probes in Bevy, irradiance volumes are 1×1×1 cubes that can be arbitrarily scaled, rotated, and positioned in a scene with the [`bevy_transform::components::Transform`] component. The 3D voxel grid will be stretched to fill the interior of the cube, and the illumination from the irradiance volume will apply to all fragments within that bounding region. Bevy's irradiance volumes are based on Valve's [*ambient cubes*] as used in *Half-Life 2* ([Mitchell 2006], slide 27). These encode a single color of light from the six 3D cardinal directions and blend the sides together according to the surface normal. The primary reason for choosing ambient cubes is to match Blender, so that its Eevee renderer can be used for baking. However, they also have some advantages over the common second-order spherical harmonics approach: ambient cubes don't suffer from ringing artifacts, they are smaller (6 colors for ambient cubes as opposed to 9 for spherical harmonics), and evaluation is faster. A smaller basis allows for a denser grid of voxels with the same storage requirements. If you wish to use a tool other than `export-blender-gi` to produce the irradiance volumes, you'll need to pack the irradiance volumes in the following format. The irradiance volume of resolution *(Rx, Ry, Rz)* is expected to be a 3D texture of dimensions *(Rx, 2Ry, 3Rz)*. The unnormalized texture coordinate *(s, t, p)* of the voxel at coordinate *(x, y, z)* with side *S* ∈ *{-X, +X, -Y, +Y, -Z, +Z}* is as follows: ```text s = x t = y + ⎰ 0 if S ∈ {-X, -Y, -Z} ⎱ Ry if S ∈ {+X, +Y, +Z} ⎧ 0 if S ∈ {-X, +X} p = z + ⎨ Rz if S ∈ {-Y, +Y} ⎩ 2Rz if S ∈ {-Z, +Z} ``` Visually, in a left-handed coordinate system with Y up, viewed from the right, the 3D texture looks like a stacked series of voxel grids, one for each cube side, in this order: | **+X** | **+Y** | **+Z** | | ------ | ------ | ------ | | **-X** | **-Y** | **-Z** | A terminology note: Other engines may refer to irradiance volumes as *voxel global illumination*, *VXGI*, or simply as *light probes*. Sometimes *light probe* refers to what Bevy calls a reflection probe. In Bevy, *light probe* is a generic term that encompasses all cuboid bounding regions that capture indirect illumination, whether based on voxels or not. Note that, if binding arrays aren't supported (e.g. on WebGPU or WebGL 2), then only the closest irradiance volume to the view will be taken into account during rendering. [*ambient cubes*]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Mitchell 2006]: https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf [Blender]: http://blender.org/ [baking tool]: https://docs.blender.org/manual/en/latest/render/eevee/render_settings/indirect_lighting.html [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi ### Implementation notes This patch generalizes light probes so as to reuse as much code as possible between irradiance volumes and the existing reflection probes. This approach was chosen because both techniques share numerous similarities: 1. Both irradiance volumes and reflection probes are cuboid bounding regions. 2. Both are responsible for providing baked indirect light. 3. Both techniques involve presenting a variable number of textures to the shader from which indirect light is sampled. (In the current implementation, this uses binding arrays.) 4. Both irradiance volumes and reflection probes require gathering and sorting probes by distance on CPU. 5. Both techniques require the GPU to search through a list of bounding regions. 6. Both will eventually want to have falloff so that we can smoothly blend as objects enter and exit the probes' influence ranges. (This is not implemented yet to keep this patch relatively small and reviewable.) To do this, we generalize most of the methods in the reflection probes patch #11366 to be generic over a trait, `LightProbeComponent`. This trait is implemented by both `EnvironmentMapLight` (for reflection probes) and `IrradianceVolume` (for irradiance volumes). Using a trait will allow us to add more types of light probes in the future. In particular, I highly suspect we will want real-time reflection planes for mirrors in the future, which can be easily slotted into this framework. ## Changelog > This section is optional. If this was a trivial fix, or has no externally-visible impact, you can delete this section. ### Added * A new `IrradianceVolume` asset type is available for baked voxelized light probes. You can bake the global illumination using Blender or another tool of your choice and use it in Bevy to apply indirect illumination to dynamic objects.
35 lines
1.4 KiB
WebGPU Shading Language
35 lines
1.4 KiB
WebGPU Shading Language
#import bevy_pbr::forward_io::VertexOutput
|
|
#import bevy_pbr::irradiance_volume
|
|
#import bevy_pbr::mesh_view_bindings
|
|
|
|
struct VoxelVisualizationIrradianceVolumeInfo {
|
|
transform: mat4x4<f32>,
|
|
inverse_transform: mat4x4<f32>,
|
|
resolution: vec3<u32>,
|
|
// A scale factor that's applied to the diffuse and specular light from the
|
|
// light probe. This is in units of cd/m² (candela per square meter).
|
|
intensity: f32,
|
|
}
|
|
|
|
@group(2) @binding(100)
|
|
var<uniform> irradiance_volume_info: VoxelVisualizationIrradianceVolumeInfo;
|
|
|
|
@fragment
|
|
fn fragment(mesh: VertexOutput) -> @location(0) vec4<f32> {
|
|
// Snap the world position we provide to `irradiance_volume_light()` to the
|
|
// middle of the nearest texel.
|
|
var unit_pos = (irradiance_volume_info.inverse_transform *
|
|
vec4(mesh.world_position.xyz, 1.0f)).xyz;
|
|
let resolution = vec3<f32>(irradiance_volume_info.resolution);
|
|
let stp = clamp((unit_pos + 0.5) * resolution, vec3(0.5f), resolution - vec3(0.5f));
|
|
let stp_rounded = round(stp - 0.5f) + 0.5f;
|
|
let rounded_world_pos = (irradiance_volume_info.transform * vec4(stp_rounded, 1.0f)).xyz;
|
|
|
|
// `irradiance_volume_light()` multiplies by intensity, so cancel it out.
|
|
// If we take intensity into account, the cubes will be way too bright.
|
|
let rgb = irradiance_volume::irradiance_volume_light(
|
|
mesh.world_position.xyz,
|
|
mesh.world_normal) / irradiance_volume_info.intensity;
|
|
|
|
return vec4<f32>(rgb, 1.0f);
|
|
}
|