bevy/crates
JMS55 af9c945f40
Screen Space Ambient Occlusion (SSAO) MVP (#7402)
![image](https://github.com/bevyengine/bevy/assets/47158642/dbb62645-f639-4f2b-b84b-26fd915c186d)

# Objective

- Add Screen space ambient occlusion (SSAO). SSAO approximates
small-scale, local occlusion of _indirect_ diffuse light between
objects. SSAO does not apply to direct lighting, such as point or
directional lights.
- This darkens creases, e.g. on staircases, and gives nice contact
shadows where objects meet, giving entities a more "grounded" feel.
- Closes https://github.com/bevyengine/bevy/issues/3632.

## Solution

- Implement the GTAO algorithm.
-
https://www.activision.com/cdn/research/Practical_Real_Time_Strategies_for_Accurate_Indirect_Occlusion_NEW%20VERSION_COLOR.pdf
-
https://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf
- Source code heavily based on [Intel's
XeGTAO](0d177ce06b/Source/Rendering/Shaders/XeGTAO.hlsli).
- Add an SSAO bevy example.

## Algorithm Overview
* Run a depth and normal prepass
* Create downscaled mips of the depth texture (preprocess_depths pass)
* GTAO pass - for each pixel, take several random samples from the
depth+normal buffers, reconstruct world position, raytrace in screen
space to estimate occlusion. Rather then doing completely random samples
on a hemisphere, you choose random _slices_ of the hemisphere, and then
can analytically compute the full occlusion of that slice. Also compute
edges based on depth differences here.
* Spatial denoise pass - bilateral blur, using edge detection to not
blur over edges. This is the final SSAO result.
* Main pass - if SSAO exists, sample the SSAO texture, and set occlusion
to be the minimum of ssao/material occlusion. This then feeds into the
rest of the PBR shader as normal.

---

## Future Improvements
- Maybe remove the low quality preset for now (too noisy)
- WebGPU fallback (see below)
- Faster depth->world position (see reverted code)
- Bent normals 
- Try interleaved gradient noise or spatiotemporal blue noise
- Replace the spatial denoiser with a combined spatial+temporal denoiser
- Render at half resolution and use a bilateral upsample
- Better multibounce approximation
(https://drive.google.com/file/d/1SyagcEVplIm2KkRD3WQYSO9O0Iyi1hfy/view)

## Far-Future Performance Improvements
- F16 math (missing naga-wgsl support
https://github.com/gfx-rs/naga/issues/1884)
- Faster coordinate space conversion for normals
- Faster depth mipchain creation
(https://github.com/GPUOpen-Effects/FidelityFX-SPD) (wgpu/naga does not
currently support subgroup ops)
- Deinterleaved SSAO for better cache efficiency
(https://developer.nvidia.com/sites/default/files/akamai/gameworks/samples/DeinterleavedTexturing.pdf)

## Other Interesting Papers
- Visibility bitmask
(https://link.springer.com/article/10.1007/s00371-022-02703-y,
https://cdrinmatane.github.io/posts/cgspotlight-slides/)
- Screen space diffuse lighting
(https://github.com/Patapom/GodComplex/blob/master/Tests/TestHBIL/2018%20Mayaux%20-%20Horizon-Based%20Indirect%20Lighting%20(HBIL).pdf)

## Platform Support
* SSAO currently does not work on DirectX12 due to issues with wgpu and
naga:
  * https://github.com/gfx-rs/wgpu/pull/3798
  * https://github.com/gfx-rs/naga/pull/2353
* SSAO currently does not work on WebGPU because r16float is not a valid
storage texture format
https://gpuweb.github.io/gpuweb/wgsl/#storage-texel-formats. We can fix
this with a fallback to r32float.

---

## Changelog

- Added ScreenSpaceAmbientOcclusionSettings,
ScreenSpaceAmbientOcclusionQualityLevel, and
ScreenSpaceAmbientOcclusionBundle

---------

Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-18 21:05:55 +00:00
..
bevy_a11y Require #[derive(Event)] on all Events (#7086) 2023-06-06 14:44:32 +00:00
bevy_animation Fixed several missing links in docs. (#8117) 2023-04-23 17:28:36 +00:00
bevy_app Fix documentation of SubApp extract (#8747) 2023-06-12 19:30:04 +00:00
bevy_asset Update notify requirement from 5.0.0 to 6.0.0 (#8757) 2023-06-06 21:05:21 +00:00
bevy_audio reflect: stable type path v2 (#7184) 2023-06-05 20:31:20 +00:00
bevy_core Add Reflect and FromReflect for AssetPath (#8531) 2023-05-08 19:19:19 +00:00
bevy_core_pipeline Screen Space Ambient Occlusion (SSAO) MVP (#7402) 2023-06-18 21:05:55 +00:00
bevy_derive bevy_derive: Add #[deref] attribute (#8552) 2023-05-16 18:29:09 +00:00
bevy_diagnostic Initialize DiagnosticStore on register_diagnostic if it does not exist (#8819) 2023-06-12 19:40:09 +00:00
bevy_dylib Suppress the clippy::type_complexity lint (#8313) 2023-04-06 21:27:36 +00:00
bevy_dynamic_plugin Remove stray boilerplate line in bevy_dynamic_plugin/Cargo.toml (#8830) 2023-06-12 19:10:48 +00:00
bevy_ecs doc: update a reference from add_system to add_systems (#8881) 2023-06-18 17:17:02 +00:00
bevy_ecs_compile_fail_tests Resolve clippy issues for rust 1.70.0 (#8738) 2023-06-01 21:05:05 +00:00
bevy_encase_derive update syn, encase, glam and hexasphere (#8573) 2023-05-16 01:24:17 +00:00
bevy_gilrs Add gamepad rumble support to bevy_input (#8398) 2023-04-24 15:28:53 +00:00
bevy_gizmos Instanced line rendering for gizmos based on bevy_polyline (#8427) 2023-06-13 06:49:47 +00:00
bevy_gltf reflect: stable type path v2 (#7184) 2023-06-05 20:31:20 +00:00
bevy_hierarchy Rename Command's "write" method to "apply" (#8814) 2023-06-12 17:53:47 +00:00
bevy_input Add window entity to mouse and keyboard events (#8852) 2023-06-16 13:54:06 +00:00
bevy_internal Instanced line rendering for gizmos based on bevy_polyline (#8427) 2023-06-13 06:49:47 +00:00
bevy_log Update android_log-sys requirement from 0.2.0 to 0.3.0 (#7925) 2023-06-01 07:55:33 +00:00
bevy_macro_utils update syn, encase, glam and hexasphere (#8573) 2023-05-16 01:24:17 +00:00
bevy_macros_compile_fail_tests bevy_derive: Add #[deref] attribute (#8552) 2023-05-16 18:29:09 +00:00
bevy_math Add integer equivalents for Rect (#7984) 2023-06-12 19:10:48 +00:00
bevy_mikktspace update syn, encase, glam and hexasphere (#8573) 2023-05-16 01:24:17 +00:00
bevy_pbr Screen Space Ambient Occlusion (SSAO) MVP (#7402) 2023-06-18 21:05:55 +00:00
bevy_ptr Fixed several missing links in docs. (#8117) 2023-04-23 17:28:36 +00:00
bevy_reflect bevy_reflect: implement Reflect for SmolStr (#8771) 2023-06-08 20:33:21 +00:00
bevy_reflect_compile_fail_tests reflect: stable type path v2 (#7184) 2023-06-05 20:31:20 +00:00
bevy_render Screen Space Ambient Occlusion (SSAO) MVP (#7402) 2023-06-18 21:05:55 +00:00
bevy_scene Rename Command's "write" method to "apply" (#8814) 2023-06-12 17:53:47 +00:00
bevy_sprite reflect: stable type path v2 (#7184) 2023-06-05 20:31:20 +00:00
bevy_tasks remove some use of once_cell that can be replace with new std (#8739) 2023-06-01 21:55:18 +00:00
bevy_text reflect: stable type path v2 (#7184) 2023-06-05 20:31:20 +00:00
bevy_time Hide naga info logs & Derive PartialEq on Timer and Stopwatch (#8664) 2023-05-24 15:16:15 +00:00
bevy_transform Rename Command's "write" method to "apply" (#8814) 2023-06-12 17:53:47 +00:00
bevy_ui Ui Node Borders (#7795) 2023-06-14 22:43:38 +00:00
bevy_utils Fix all_tuples + added docs. (#8743) 2023-06-02 16:05:27 +00:00
bevy_window Register a few missed reflect components (#8807) 2023-06-10 23:19:39 +00:00
bevy_winit Add window entity to mouse and keyboard events (#8852) 2023-06-16 13:54:06 +00:00