Clustered Light Culing #68474
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Reference: blender/blender#68474
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Delete Branch "%!s(<nil>)"
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Lights evaluation is what takes the most time in eevee. Using Clustered light culling, we could cut down the evaluation time by evaluating only lights present in the view.
This needs further investigation as how to communicate what lights are visible. Light Bits is the most straight forward way but it severly limits the number of lights per froxel.
Also findMSB (glsl bitscan) is GL 4.0 only, so need to review other alternative. (avalanche studio slides link).
We need a way to cull thoses on GPU (pixel shader per froxel?) for efficiency.
Need more investigation about the state of the art techniques.
Issue is that it takes another texture slot. Could we use a UBO instead and use bigger froxel? (Can't write to UBO using shaders)
Estimate : 2 weeks
Added subscriber: @fclem
Added subscriber: @zebus3dream
Added subscriber: @SomaZ
There's an alternative to clustered shading called BVH Accelerated Shading. Downside, you need to maintain a bvh on the cpu side, upside, you don't need any compute shaders and you aren't limted to a fixed count of lights.
Maybe worth looking into it: Simple Alternative to Clustered Shading for Thousands of Lights
Added subscriber: @c2ba
Added subscriber: @lemenicier_julien
Added subscriber: @Nakara
Added subscriber: @AnityEx
Added subscriber: @KenzieMac130
Added subscriber: @Emi_Martinez
Added subscriber: @dodo-2
Any update for this task ?
I went for 2.5D light culling. It is already inside
eevee-rewrite
.Ok nice 😊
Added subscriber: @Defka
@fclem I have build the EEVEE-REWRITE BRANCH, also i have tested the Simplify > Culling > Cam and Distance Cull, both doesn't work.
idk if the work is finish or just stated, but you can view my review here : https://developer.blender.org/T92482
Same thing in my post : I know is a branch and the job isn't finished ^^
I has read the desc but idk if is updated or no...if is i know why he doesn't work x')
Thank's :)
@dodo-2 you misunderstood the feature. The light culling discussed here is not about the options under the
Simplify
tab which are specific to Cycles. I believe they are not working because my branch is quite outdated compared to master.The light culling of this task is about an internal feature that speed up the rendering when there is a high number of light in the scene. There is no parameter in the UI since the feature is always enabled.
@fclem Oh okay my bad ^^' But at least you know that camera culling doesn't work x')
Implemented in EEVEE-Next