VR scene inspection - rendering artifacts on geometry only occluded for one eye with viewport denoising #76003

Closed
opened 2020-04-22 17:17:01 +02:00 by Zsolt Stefan · 15 comments

System Information
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce RTX 2080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19

Blender Version
Broken: version: 2.83 (sub 13), branch: master, commit date: 2020-04-20 02:11, hash: 23bb42a06e
Worked: -

Short description of error
Trying out the new VR scene inspection feature, I noticed the following rendering artifact:

  • There is a faint duplicate of objects in the foreground visible to the right and to the left (depending on which eye) in front of other objects if Eevee viewport denoising is enabled.

Basically what seems to happen, is that the part of the scene that is occluded by an object in the foreground from the perspective of one eye but is visible from the other eye, is not rendered (or denoised) the same way as the rest of the scene. This goes for both eyes. This partly occluded area looks somewhat different, more pixelated, maybe a bit darker and surface reflections look different.

On a side note, the BlenderXR implementation from Marui plugin doesn't have this problem.

Exact steps for others to reproduce the error

  • Activate the VR inspection addon.
  • Start VR session on any scene.
  • Renderer should be Eevee, with viewport denoising turned on.
  • Look at an object in the foreground, while having some other objects behind it, further away.
**System Information** Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce RTX 2080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19 **Blender Version** Broken: version: 2.83 (sub 13), branch: master, commit date: 2020-04-20 02:11, hash: `23bb42a06e` Worked: - **Short description of error** Trying out the new VR scene inspection feature, I noticed the following rendering artifact: - There is a faint duplicate of objects in the foreground visible to the right and to the left (depending on which eye) in front of other objects if Eevee viewport denoising is enabled. Basically what seems to happen, is that the part of the scene that is occluded by an object in the foreground from the perspective of one eye but is visible from the other eye, is not rendered (or denoised) the same way as the rest of the scene. This goes for both eyes. This partly occluded area looks somewhat different, more pixelated, maybe a bit darker and surface reflections look different. On a side note, the BlenderXR implementation from Marui plugin doesn't have this problem. **Exact steps for others to reproduce the error** - Activate the VR inspection addon. - Start VR session on any scene. - Renderer should be Eevee, with viewport denoising turned on. - Look at an object in the foreground, while having some other objects behind it, further away.
Author

Added subscriber: @ZsoltStefan

Added subscriber: @ZsoltStefan
Author

Here's how it looks like. To the left of the lamppost is this weirdly rendered area.
2020-04-23 16_34_31-Window.png

Here's how it looks like. To the left of the lamppost is this weirdly rendered area. ![2020-04-23 16_34_31-Window.png](https://archive.blender.org/developer/F8491077/2020-04-23_16_34_31-Window.png)

Added subscriber: @iss

Added subscriber: @iss

@ZsoltStefan is this reproducible without VR headset? I don't have one and I am really not aware of this is possible without one.

@ZsoltStefan is this reproducible without VR headset? I don't have one and I am really not aware of this is possible without one.
Author

@iss The bug can only be seen in the VR session, so you'd need a way to emulate a VR headset. An internet search led me here: https://docs.microsoft.com/en-us/windows/mixed-reality/using-the-windows-mixed-reality-simulator , this might work.

@iss The bug can only be seen in the VR session, so you'd need a way to emulate a VR headset. An internet search led me here: https://docs.microsoft.com/en-us/windows/mixed-reality/using-the-windows-mixed-reality-simulator , this might work.
Member

Added subscriber: @JulianEisel

Added subscriber: @JulianEisel
Member

Would consider this a low-priority issue. After all it's a visual only glitch, and a very small amount of users will ever run into it I think. This might also be hard to debug I'm afraid.

Would consider this a low-priority issue. After all it's a visual only glitch, and a very small amount of users will ever run into it I think. This might also be hard to debug I'm afraid.
Member

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
Member

Added subscriber: @ankitm

Added subscriber: @ankitm

Added subscriber: @fclem

Added subscriber: @fclem

@JulianEisel Is that because you render both eye with the same GPUViewport? Thus having only one history target that is constantly being swapped for each eye. If so I would recommend duplicating the GPUViewport to avoid this but I see that it would increase VRAM consumption quite a bit.

@JulianEisel Is that because you render both eye with the same GPUViewport? Thus having only one history target that is constantly being swapped for each eye. If so I would recommend duplicating the GPUViewport to avoid this but I see that it would increase VRAM consumption quite a bit.

Added subscriber: @MadMinstrel

Added subscriber: @MadMinstrel

Look, it's not helpful to call this just a visual glitch. Unlike on a monitor, in a VR session, visual glitches cause considerable discomfort, especially when it's a discrepancy between eyes.

Look, it's not helpful to call this *just* a visual glitch. Unlike on a monitor, in a VR session, visual glitches cause considerable discomfort, especially when it's a discrepancy between eyes.
Author

I've been playing around with the experimental XR-actions build, and this bug is still present.

With Viewport Denoising turned on, objects in the foreground cast a ghost on the background. As @MadMinstrel wrote, "just a visual glitch" is a big thing in VR, as your whole viewfield in VR is basically a HUGE 3D viewport.

I've been playing around with the experimental XR-actions build, and this bug is still present. With Viewport Denoising turned on, objects in the foreground cast a ghost on the background. As @MadMinstrel wrote, "just a visual glitch" is a big thing in VR, as your whole viewfield in VR is basically a HUGE 3D viewport.
Member

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
Peter Kim self-assigned this 2021-07-23 17:15:23 +02:00
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
7 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#76003
No description provided.