> On March 25, 2012, 2:56 p.m., Argent Stonecutter wrote: > > Could we see some examples of SL scenes using the two models, particularly > > with avatars in them, because there have been a number of changes to the SL > > renderer over the years... and the main effect of increasing the "realism" > > of the renderer has been to throw the deficiencies of the SL avatar mesh > > into sharp relief. The current specular model was a deliberate compromise > > between the older even-toonier renderer and a more "realistic" model that > > made avatars look horrible.
Avatars are only ever effected if they're using attachments that make sure of the shiny attribute. The diffuse shading on avatars remains unaffected. I think the "compromise" you're thinking of is the environment map that typically gets applied in classic forward rendering, which was later re-added to the deferred renderer to mitigate content breakage that resulted when it was removed, which hasn't been changed with my modifications. As I had mentioned previously, there are comparison pictures posted on the JIRA that everyone can see, and I would also very much appreciate it if people could post their own comparisons, and identify any in-world content breakage that relied on the previous model that was used. - Geenz ----------------------------------------------------------- This is an automatically generated e-mail. To reply, visit: http://codereview.secondlife.com/r/565/#review1191 ----------------------------------------------------------- On March 25, 2012, 2:07 p.m., Geenz Spad wrote: > > ----------------------------------------------------------- > This is an automatically generated e-mail. To reply, visit: > http://codereview.secondlife.com/r/565/ > ----------------------------------------------------------- > > (Updated March 25, 2012, 2:07 p.m.) > > > Review request for Viewer and David Parks. > > > Description > ------- > > For a while now, Second Life's deferred renderer has had a somewhat "toonish" > looking specular model, as opposed to other platforms which try to go for > more physically accurate looking models, such as blinn-phong and similar. > > This feature changes the specular model to a technique called normalized > blinn-phong. The specular model applies the usual blinn-phong term (assume > NdotV to the power of n), multiplied by a normalization function of: > ((n + 2) * (n + 4)) / (8 * PI * (powf(2, -n/2) + n)) > Where n is the specular exponent. > > Gamma correction is also applied to the result to bring the visual results > more in line with what you see in high end game engines such as Unreal Engine > 3 and Frostbite 2, and stored in a lookup texture. > > Test plan can be found in the JIRA. > Repository can be found here: https://bitbucket.org/Geenz/viewer-nbp > > > This addresses bug STORM-1823. > http://jira.secondlife.com/browse/STORM-1823 > > > Diffs > ----- > > indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl > b32595c5170f92ac2dbab635955b1b86634f1475 > indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl > b32595c5170f92ac2dbab635955b1b86634f1475 > indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl > b32595c5170f92ac2dbab635955b1b86634f1475 > indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl > b32595c5170f92ac2dbab635955b1b86634f1475 > indra/newview/llviewercontrol.cpp b32595c5170f92ac2dbab635955b1b86634f1475 > indra/newview/pipeline.cpp b32595c5170f92ac2dbab635955b1b86634f1475 > > Diff: http://codereview.secondlife.com/r/565/diff/diff > > > Testing > ------- > > * Tested performance characteristics - both Normalized Blinn-Phong and the > previous model seem to have the same performance > * Checked the perceived "brightness" of the new highlights vs. the old ones - > new ones seem much brighter at higher shiny values than the old ones, and > seem much less "cartoonish" as such > * Checked the impact on different bumpiness values at the test rig at Hippo > Hollow - noticeable visual improvement across all objects (though low shiny > seems to have a much more subtle light reflectance term - this is expected > for normalized blinn-phong) > * Tested different LUT resolutions - best looking seems to be 512x128 with > seemingly no measurable decrease in performance > > You can find the latest build here: > http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/oz_project-8/rev/251711/index.html > > > Thanks, > > Geenz Spad > >
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