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WebGLRenderer: add reverse-z via EXT_clip_control #29445

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merged 2 commits into from
Sep 21, 2024

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CodyJasonBennett
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@CodyJasonBennett CodyJasonBennett commented Sep 19, 2024

Related issue: #22017 (comment)

Description

Implements a reversed depth buffer with a [0, 1] projection matrix via EXT_clip_control, which is a strict improvement over logarithmic depth where supported. A reverse depth buffer exploits the high precision range of [0, ~0.8] and inverts depth to better the distribution at distance. This is not only significantly faster than logarithmic depth (where use of gl_FragDepth disables early-z optimizations and MSAA coverage) but more accurate. See the below articles, which visualize this effect.

https://tomhultonharrop.com/mathematics/graphics/2023/08/06/reverse-z.html
https://developer.nvidia.com/blog/visualizing-depth-precision


As both a [0, 1] and reversed projection matrix would require drastic changes to sensitive code like frustum planes or raycasting, I've hidden both conversions when setting the projectionMatrix uniform in WebGLRenderer. It's possible this can be moved to a shader chunk, but any inline clip-space math must account for this mode, and we'll need to add a shader define accordingly.

The same is true for logarithmic depth, e.g., pmndrs/drei#1737. I've debated adding methods to packing chunks for these.


This example was ported from https://webgpu.github.io/webgpu-samples/?sample=reversedZ and uses a 32 bit depth-buffer.

https://jsfiddle.net/n69rqj8u

three-reverse-depth.mp4

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github-actions bot commented Sep 19, 2024

📦 Bundle size

Full ESM build, minified and gzipped.

Before After Diff
WebGL 686.03
169.81
686.77
170.07
+739 B
+259 B
WebGPU 835
223.93
835
223.93
+0 B
+0 B
WebGPU Nodes 834.5
223.81
834.5
223.81
+0 B
+0 B

🌳 Bundle size after tree-shaking

Minimal build including a renderer, camera, empty scene, and dependencies.

Before After Diff
WebGL 462.34
111.55
463.05
111.83
+713 B
+277 B
WebGPU 531.77
143.36
531.77
143.36
+0 B
+0 B
WebGPU Nodes 488.43
133.22
488.43
133.22
+0 B
+0 B

@Mugen87 Mugen87 added this to the r169 milestone Sep 19, 2024
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@CodyJasonBennett
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CodyJasonBennett commented Sep 20, 2024

Right, they're using depth32float for depth, and the upper bits are used for near-field precision.

https://jsfiddle.net/n69rqj8u

{508745D8-6C64-4AA8-9D7A-8CEE2CFF0728}

@N8python
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N8python commented Sep 20, 2024

This would only work with floating point depth buffers though - what about 24-bit depth buffers often used w/ stencil?

@CodyJasonBennett
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CodyJasonBennett commented Sep 20, 2024

No. See #29445 (comment) for instance, which uses the default canvas framebuffer. You lose near-field precision this way, but that's okay for mobile, where you want to keep this low(er) precision and avoid the blit. WebGPU gives more control here.

We could enable a workaround where you set camera.coordinateSystem = THREE.WebGPUCoordinateSystem like in the second screenshot to skip the [-1, 1] -> [0, 1] conversion. I think it's more okay for us to recompose the projection matrix's depth components in that case, but the difference shown there is unexpected, and I suspect a false negative. It seems the range wasn't reversed in the matrix there, which favors near-field over far-field precision. I'm not sure this is useful in practice.

@N8python
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What I more mean is w/ 24-bit depth buffers is the precision uniform over [0, 1] - or am I wrong here?

@CodyJasonBennett
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Precision is not uniform due to how perspective projection works and the useful range of floating point representation. We reverse this range to preserve far-field precision over near-field.

In other words, the distribution does not change whether you use 32/24/16 bits for depth, but the possible range you represent in floating point.

@Mugen87 Mugen87 merged commit 01777f0 into mrdoob:dev Sep 21, 2024
12 checks passed
@CodyJasonBennett CodyJasonBennett deleted the reverse-z branch September 21, 2024 09:58
@Methuselah96 Methuselah96 mentioned this pull request Sep 25, 2024
44 tasks
LD2Studio pushed a commit to LD2Studio/LD2Studio-Editor that referenced this pull request Sep 27, 2024
BatchedMesh: add `deleteInstance()` (mrdoob#29449)

* BatchedMesh: add `deleteInstance()`

* BatchedMesh: prioritize reusing freed instance ids when adding instance

Update Three.js r169

Lensflare: Add WebGPU version. (mrdoob#29451)

* lensflare example

* fix depth

* remove forceWebGL

* rename

* fix typo

* follow original code

* Update LensflareMesh.js

---------

Co-authored-by: aardgoose <[email protected]>
Co-authored-by: Michael Herzog <[email protected]>

Examples: Update lensflare colors. (mrdoob#29458)

WebGLRenderer: add reverse-z via EXT_clip_control (mrdoob#29445)

* WebGLRenderer: add reverse-z via EXT_clip_control

* WebGLRenderer: move conversion methods to utils

Updated builds.

Docs: Improve `WebGLRenderer` page. (mrdoob#29459)

WebGLProgram: add USE_REVERSEDEPTHBUF define (mrdoob#29461)

CylinderGeometry: Don't add degenerate triangles (mrdoob#29460)

* CylinderGeometry: Don't add degenerate triangles

* Change comparison

RenderObject: Introduce `getGeometryCacheKey()` (mrdoob#29465)

* RenderObject: Added `getGeometryCacheKey()`

* NodeMaterialObserver: Improve skinnedmesh and morph supports

* cleanup

Update actions/setup-node digest to 0a44ba7 (mrdoob#29466)

Co-authored-by: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com>

Update github/codeql-action digest to 294a9d9 (mrdoob#29467)

Co-authored-by: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com>

Update devDependencies (non-major) (mrdoob#29468)

Co-authored-by: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com>

Updated builds.

CurveModifierGPU: WebGPURenderer port. (mrdoob#29453)

* curve mod

* lint

* update screenshot

* use correct constant

* use filtered texture

---------

Co-authored-by: aardgoose <[email protected]>

Examples: Clean up. (mrdoob#29473)

* Examples: Clean up.

* E2E: Update screenshot.

SpriteNodeMaterial: Add sizeAttenuation (mrdoob#29394)

* SpriteNodeMaterial: Add sizeAttenuation

* Regenerate screenshot

* revert mat4 mul with vec4(,1)?

* revert

* using let and toVar fixes the issue?

* merge upstream/dev

* revert screenshot

* does reverting SpriteNode even fix?

* revert fix

* revert everything fix tsl galaxy?

* checkout dev SpriteNodeMaterial.js...

* smaller change test

* convert scale to var

* convert scale to var

* simply adding toVar breaks tsl_galaxy?

* fix multiple spritematerial with different center position

* feedbacks

* cleanup

* feedbacks

* cleanup

* cleanup

---------

Co-authored-by: sunag <[email protected]>

WebGPURenderer: Prevent out of bounds `textureLoad` access in WGSL (mrdoob#29470)

Co-authored-by: aardgoose <[email protected]>

SkyMesh,WaterMesh: Fix NodeMaterial imports (mrdoob#29477)

WebGPURenderer: Reuse LightNode when available (mrdoob#29480)

* WebGPURenderer: Reuse LightNode when available

* cleanup

DecalGeometry: Transform normal with normal matrix (mrdoob#29476)

* Transform normal with normal matrix

* Transform normal with normal matrix

Examples: add reflection mask in `retargeting_readyplayer` (mrdoob#29485)

BatchedMesh: Add `getGeometryRangeAt` (mrdoob#29409)

* BatchedMesh: Add getGeometryRangeAt

Co-authored-by: Luigi Denora <[email protected]>

* Fix eslint error

Co-authored-by: Luigi Denora <[email protected]>

* Doc changed

* Add optional target

---------

Co-authored-by: Luigi Denora <[email protected]>

WebGPURenderer: Introduce hash-based cache key (mrdoob#29479)

* introduce numeric cache key

* cleanup

* cleanup

* simplification

* revision

* rev

* rev

* cleanup

Nodes: Access Remaining Compute Builtins (mrdoob#29469)

* init

* remove duplicated function

Add decal as child of mesh (mrdoob#29486)

Update webgl_postprocessing_ssaa.html

Update webgpu_postprocessing_ssaa.html

ToonOutlinePassNode: Add FX pass for toon outlines. (mrdoob#29483)

* ToonOutlineNode: Add FX pass for toon outlines.

* ToonOutlinePassNode: Refactor code.

* E2E: Update screenshot.

* ToonOutlinePassNode: Clean up.

* ToonOutlinePassNode: More clean up.

* ToonOutlinePassNode: More clean up.

Update Addons.js (mrdoob#29493)

leftovers after removing `PackedPhongMaterial ` mrdoob#29382

ReferenceNode: Fix null reference using `getNodeType()` (mrdoob#29498)

* fix null reference using `getNodeType()`

* add `sprite.center` check

NodeBuilder: Introduce `addFlowCodeHierarchy()` / `NodeBlock` (mrdoob#29495)

* VolumeNodeMaterial: simplify a little

* cleanup

* NodeBuilder: Introduce `addFlowCodeHierarchy()`

Examples: Improve shadow map size in `webgpu_tsl_angular_slicing` (mrdoob#29499)

WebGPURenderer: respect the `renderer.shadowMap.enabled` property (mrdoob#29492)

* enable/disable shadow

* enable shadowmaps

* enable more examples

* and another one

* Update Nodes.js

---------

Co-authored-by: aardgoose <[email protected]>

Updated builds.

GLTFLoader: Remove deprecated code. (mrdoob#29502)

TiltLoader: Remove loader. (mrdoob#29471)

Update Chinese translation of InstancedMesh. (mrdoob#29506)

r169
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@Mugen87
@CodyJasonBennett

I think this feature is deserving of a three.js example.

Also, (self) shadows do not appear to render correctly in my testing.

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4 participants