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Adi Bar-Lev 64bbc700fa Hair - ShortCut rendering technique and pipeline with Marschner lighting model (#4871)
- This rendering technique reduces the memory required per pipeline by 750MB compared to the PPLL technique!!
- Using 3 screen buffers representing the closest 3 hair gragments depths.
- Going through second geometry pass that disqualify any fragment further than the third depth, the technique blends the three closes shaders hair fragments.
- Supports the Marschner lighting model (big change from the original TressFX 4.1 implementation)
- The current technique is almost twice the performance of the PPLL but not quite as advacned when come to final visual quality.

Remarks:
Unlike the PPLL, this technique is still lacking some of the advanced features added to the PPLL such as
1. Back lobe (TT) conseal by depth comparison
2. Thickness dependency in light transfer (mainly TT)
3. Allowing TT transfer for thin separated hair strands (might be supported by default with no distinction)

Signed-off-by: Adi-Amazon <Adi Bar-Lev 82479970+Adi-Amazon@users.noreply.github.com>
Signed-off-by: Adi-Amazon <Adi Bar-Lev barlev@amazon.com>
Signed-off-by: Adi-Amazon <Adi Bar-Lev 82479970+Adi-Amazon@users.noreply.github.com>
Signed-off-by: Adi-Amazon <Adi Bar-Lev barlev@amazon.com>

Co-authored-by: Adi-Amazon <Adi Bar-Lev 82479970+Adi-Amazon@users.noreply.github.com>
2021-10-21 14:29:53 -04:00

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1.6 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include <Atom/RHI/DrawListTagRegistry.h>
#include <Atom/RHI/RHISystemInterface.h>
#include <Atom/RPI.Public/RenderPipeline.h>
namespace AZ
{
namespace Render
{
HairParentPass::HairParentPass(const RPI::PassDescriptor& descriptor)
: Base(descriptor)
{
}
HairParentPass::~HairParentPass()
{
}
RPI::Ptr<HairParentPass> HairParentPass::Create(const RPI::PassDescriptor& descriptor)
{
return aznew HairParentPass(descriptor);
}
// The following two methods are here as the mean to allow usage of different hair passes in
// the active pipeline due to different hair options activations.
// For example - one might want to use short resolve render method vs' the complete full buffers
// that is used currently (but cost much memory), or to enable/disable collisions by removing
// the collision passes.
// [To Do] - The parent pass class can be removed if this is not done.
void HairParentPass::UpdateChildren()
{
if (!m_updateChildren)
{
return;
}
m_updateChildren = false;
}
void HairParentPass::BuildAttachmentsInternal()
{
UpdateChildren();
Base::BuildAttachmentsInternal();
}
} // namespace Render
} // namespace AZ