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Solari: Improved mirror denoising #22459
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| let specular_motion_vector = calculate_motion_vector(virtual_position, virtual_previous_frame_position); | ||
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| let F0 = calculate_F0(ray_hit.material.base_color, ray_hit.material.metallic, ray_hit.material.reflectance); | ||
| let wo = normalize(view.world_position - virtual_position); |
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Not entirely sure about calculating wo like this for env_brdf_approx2, but it makes sense to me. Let me know what reviewers think.
…nts WC from showing up in reflections when you're really close to something)
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This PR somehow broke Solari when compiling without DLSS. I need to figure out why. |
| let wo = normalize(view.world_position - virtual_position); | ||
| let virtual_normal = normalize(mirror_rotations * ray_hit.world_normal); | ||
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| textureStore(specular_motion_vectors, pixel_id, vec4(specular_motion_vector, vec2(0.0))); |
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Are specular motion vectors meant to be used with PSR?
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I think so? It's a little hard to find literature on it.
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Is there a noticeable difference in image quality in motion when they're set vs just defaulted to 0?
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I tested it, and I don't think so. Maybe it matters for more complex situations? Idk really.
atlv24
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looks good to me
Objective
Solution
Showcase
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