Jeshurun Hembd

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The background noise is generated when the HBAO stepping is along a direction not aligned with screen X/Y. Here is the AO output with stepping only along X/Y. This is...

A remarkably similar-looking bug, which appears to be related to incorrect normals. In this case, I think world-space geometry was leaking into the normal calculation. https://www.reddit.com/r/GraphicsProgramming/comments/sd17k0/trying_to_implement_hbao_shader/ The similar result was...

There were some incorrect geometry assumptions in our shader. For example, ```glsl //Reconstruct Normal Without Edge Removation vec3 getNormalXEdge(vec3 posInCamera, float depthU, float depthD, float depthL, float depthR, vec2 pixelSize)...

Some notes from an offline discussion: Our HBAO is generating wrong values along any sampling axis that is not aligned with screen X/Y. This matters because each pixel rotates the...

> One possible explanation is that before https://github.com/CesiumGS/cesium/pull/9966, we had 2 bugs canceling each other I tried to confirm this, but can't. Before that PR, the result looks fine even...

Our first test was to check the angular difference between reconstructed normals at adjacent pixels. Here are some images showing the sine of the angle between the normal at a...

Some additional checks just to be sure. Angular difference between current pixel and the pixel to the right (X + 1 pixel) ![image](https://github.com/user-attachments/assets/538c682b-eb59-41f2-afba-b696cdae01af) Normals computed from tangents along the screen...

Difference between normals computed along screen axes vs. along diagonals ![image](https://github.com/user-attachments/assets/70c40bca-947b-4fdf-800c-334e05412160)

I can reproduce on my machine: - Windows 11 - Chrome 141 - NVIDIA GeForce RTX 4070 At first look, the 2D view appears incorrect, since the polyline should be...

I think this could be a valuable change. > or whether such a change is "too drastic" and contains too many risks for bugs A refactor here could _reduce_ the...