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IDProjectCategoryView StatusLast Update
0005850The Dark ModGraphicspublic21.12.2021 17:17
Reporterstgatilov Assigned To 
PrioritynormalSeveritynormalReproducibilityN/A
Status newResolutionopen 
Product VersionTDM 2.10 
Target VersionTDM 2.11 
Summary0005850: Volumetric lights: render to texture then blur
DescriptionThe reason why original volumetric lights achieved good performance with plausible quality is dithering.
While they look nice overall, in some cases (especially with shadows) the dithering becomes apparent.

Ideally, we should render each volumetric light to off-screen framebuffer, then blend it on top of the main framebuffer.
This allows for several things:
1) Volumetric light can go through low-pass filter (e.g. blur) to make dithering less noticeable.
2) Volumetric light can be rendered with lower resolution, allowing us to use more samples (e.g. 2x lower resolution means 4x more samples).

Of course, the operations of the new framebuffer should only affect a subrectangle defined by light scissor.
Make sure we don't blur or blit the whole framebuffer for small lights, otherwise there will be huge penalty for having many small lights on screen.
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related to 0005816 resolvedduzenko Volumetric lights (aka "god rays") 

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Issue History

Date Modified Username Field Change
21.12.2021 17:16 stgatilov New Issue
21.12.2021 17:17 stgatilov Relationship added related to 0005816