//-----------------------------------------------------------------------------
// Name: Volume Fog Direct3D Sample
//
// Copyright (c) 1998-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
Description
===========
The Volume Fog sample shows the per-pixel density volumetric rendering
technique. The fog volume is modeled as a polygonal mesh, and the
density of the fog at every pixel is computed by subtracting the front
side of the fog volume from the back side. The fog is mixed with the
scene by accumulating an in/out test at every pixel -- that is, back-facing
fog polygons will add, while front-facing ones will subtract. If the value
is non zero, then the scene intersects the fog and the scene's depth value
is used. In order to get better results, this demo uses 12 bits of precision
by encoding high and low bits in different color channels.
Path
====
Source: DXSDK\Samples\Multimedia\D3D\volumefog
Executable: DXSDK\Samples\Multimedia\D3D\Bin
User's Guide
============
The following keys are implemented.
<J> Move object backward on the Z axis
<M> Move Object forward on the z Axis
<H> Move Object forward on the X axis
<K> Move object backward on the X axis
<N> Move object forward on the y axis
<Y> Move object backward on the y axis
Camera Controls:
<LEFT> Slide Left
<RIGHT> Slide Right
<DOWN> Slide Down
<UP> Slide Up
<W> Move forward
<S> Move backward
<NUMPAD8> Pitch Down
<NUMPAD2> Pitch Up
<NUMPAD4> Turn Right
<NUMPAD6> Turn Left
<NUMPAD9> Roll CW
<NUMPAD7> Roll CCW
Mouse Controls:
Rotates Fog Volume.
Programming Notes
=================
Introduction
The article "Volumetric Rendering in Real-Time," printed in the 2001 GDC
Proceedings, covered the basis of volumetric depth rendering, but at the
time of the writing, no pixel-shader-compliant hardware was available.
This supplement describes a process designed to achieve two goals: to get
more precision out of an 8 bit part, and to allow the creation of concave
fog volumes.
Handling Concavity
Computing the distance of fog for the convex case was relatively simple.
Recall that the front side of the fog volume was subtracted away from the
back side (where the depth is measured in number of units from the camera).
Unfortunately, this does not work with concave fog volumes because at any
given pixel, it may have two back sides and two front sides. The solution
is intuitive and has sound mathematical backing: sum all of the front
sides and subtract them from the summed back sides.
So now, computing concavity is as simple as adding the multiple front
sides and subtracting them from the multiple back sides. Clearly, a meager
8 bits won<6F>t be enough for this. Every bit added would allow another
summation and subtraction, and allow for more complex fog scenes.
There is an important assumption being made about the fog volume. Is must
be a continuous, orientable hull. That is, it cannot have any holes in
it. Every ray cast through the volume must enter through hull the same
number of times it exits.
Getting Higher Precision
Although most 3D hardware handle 32 bits, it is really four
8-bit channels. The way most hardware works today, there is only one place
where the fog depths could be summed up: the alpha blender. The alpha
blender is typically used to blend on alpha textures by configuring the
source destination to multiply against the source alpha, and the
destination to multiply against the inverse alpha. However, they can also
be used to add (or subtract) the source and destination color channels.
Unfortunately, there is no way to perform a carry operation here: If one
channel would exceed 255 for a color value, it simply saturates to 255.
In order to perform higher bit precision additions on the alpha blending
unit, the incoming data has to be formatted in a way which is compatible
with the way the alpha blender adds. To do this, the color channels can
hold different bits of the actual result, and most importantly, be allowed
some overlap in their bits.
This sample uses the following scheme: The red channel will contain the
upper 8 bits, and the blue channel will contain the lower 4 plus 3 carry
spots. The upper bit should not be used for reasons which are discussed
later. So the actual value encoded is Red*16+Blue. Now, the alpha blender
will add multiple values in this format correctly up to 8 times before
there is any possibility of a carry bit not propagating. This limits the
fog hulls to ones which do not have concavity where looking on any
direction a ray might pass in and out of the volume more than 8 times.
Encoding the bits in which will be added cannot be done with a pixel
shader. There are two primary limitations. First, the color interpolators
are 8 bit as well. Since the depth is computed on a per vertex level, this
won<6F>t let higher bit values into the independent color channels. Even if
the color channel had a higher precision, the pixel shader has no
instruction to capture the lower bits of a higher bit value.
The alternative is to use a texture to hold the encoded depths. The
advantage of this is twofold. First, texture interpolaters have much
higher precision than color interpolaters, and second, no pixel shader is
needed for initial step of summing the font and back sides of the fog
volume. It should be possible, on parts with at least 12 bits precision in
the pixel shader, to emded the precision in a texture registers instead.
Unfortunately, most hardware limits the dimensions of textures. 4096 is a
typical limitation. This amounts to 12 bits of precision to be encoded in
the texture. 12 bits, however, is vastly superior to 8 bits and can make
all the difference to making fog volumes practical. More precision could
be obtained by making the texture a sliding window, and breaking the
object into sizable chunks which would index into that depth, but this
sample does not do this.
Setting it all Up
Three important details remain: The actual summing of the fog sides,
compensating for objects inside the fog, and the final subtraction.
The summing is done in three steps.
First, the scene needs to be rendered
to set a Z buffer. This will prevent fog pixels from being drawn which are
behind some totally occluding objects. In a real application, this z could
be shared from the pass which draws the geometry. The Z is then write
disabled so that fog writes will not update the z buffer.
After this, the summing is exactly as expected. The app simply draws all
the forward facing polygons in one buffer, adding up their results, and
then draws all the backward facing polygons in another buffer. There is
one potential problem, however. In order to sum the depths of the fog
volume, the alpha blend constants need to be set to one for the
destination and one for the source, thereby adding the incoming pixel with
the one already in the buffer.
Unfortunately, this does not take into account objects inside the fog that
are acting as a surrogate fog cover. In this case, the scene itself must
be added to scene since the far end of the fog would have been rejected by
the Z test.
At first, this looks like an easy solution. In the previous article, the
buffers were set up so that they were initialized to the scene<6E>s depth
value. This way, fog depth values would replace any depth value in the
scene if they were in front of it (i.e. the Z test succeeds) -- but if no
fog was present the scene would act as the fog cover.
This cannot be done for general concavity, however. While technically
correct in the convex case, in the concave case there may be pixels at
which the fog volumes are rendered multiple times on the front side and
multiple sides on the backside. For these pixels, if the there was part
of an object in between fog layers than the front buffer would be the sum
of n front sides, and the back side would be sum of n-1 back sides. But
since the fog cover was replaced by the fog, there are now more entry
points then exit points. The result is painfully obvious: parts of the
scene suddenly loose all fog when they should have some.
The solution requires knowing which scenarios where the scene<6E>s w depth
should be added and which scenarios the scene<6E>s w depth should be ignored.
Fortunately, this is not difficult to find. The only situation where the
scene<6E>s w depth should be added to the total fog depth are those pixels
where the object is in between the front side of a fog volume and its
corresponding backside.
The above question can be thought of as asking the question: did the ray ever
leave the fog volume? Since the fog hulls are required to be continuous,
then if the answer is no then part of the scene must have blocked the ray.
This test can be performed by a standard inside outside test.
To perform an inside/outside test each time a fog pixel is rendered, the
alpha value is incremented. If the alpha values of the far fog distances
is subtracted to the corresponding point on the near fog distance, then
values greater then 1 indicate the ray stopped inside the volume. Values
of 0 indicate that the ray left the fog volume.
To set this test up, the alpha buffer of the near and far w depth buffers
must be cleared to 0. Each time a fog pixel is rendered, the alpha will
be incremented by the hex value 0x10. This value was used because the
pixel shader must perform a 1 or 0 logical operation. A small positive
value must be mapped to 1.0 in the pixel shader, a step which requires
multiple shifts. Due to instruction count restraints the intial value
has to be at least 0x10 for the shifts to saturate a non-zero value to one.
The rest is straightforward: all the front sides and all the backsides
are summed up in their independent buffers. The scene is also drawn in its
own buffer. Then all three buffers are ran through the final pass where
the scene<6E>s w depth is added on only if the differences of the alpha
values is not 0.
This requires a lengthy pixel shader. A great deal of care must be taken
to avoid potential precision pitfalls. The following pixel shader performs
the required math, although it requires every instruction slot of the
pixel shader and nearly every register. Unfortunately, with no carry bit,
there is no way to achieve a full 8 bit value at the end of the
computation, so it must settle for 8.
ps.1.1
def c1, 1.0f,0.0f,0.0f,0.0f
def c4, 0.0f,0.0f,1.0f,0.0f
tex t0 // near buffer B
tex t1 // far buffer A
tex t2 // scene buffer C
// input:
// b = low bits (a) (4 bits)
// r = high bits (b) (8 bits)
// intermediate output:
// r1.b = (a1 - a2) (can't be greater than 7 bits set )
// r1.r = (b1 - b2)
sub r1.rgb,t1,t0
+sub_4x r1.a,t0,t1 //If this value is non zero, then
mov_4x r0.a,r1.a //the were not as many backs as
mad r1.rgb,r0.a,t2,r1 //front and must add in the scene
dp3 t0.rgba,r1,c4 // move red component into alpha
// Need to shift r1.rgb 6 bits. This could saturate
// to 255 if any other bits are set, but that is fine
// because in this case, the end result of the subtract
// would have to be saturated since we can't be
// subtracting more than 127
mov_x4 r1.rgb,r1
dp3_x4 t1.rgba,r1,c1 // move into the alpha
add_x2 r0.a,t0.a,t1.a // the subtract was in 0-127
mov_d2 r0.a,r0.a // chop off last bit else banding
+mov r0.rgb,c3 // load the fog color
This pixel shader gives an alpha value which represents the density of fog,
and loads the fog color constant into the color channels. The Alpha
Blending stage can now be used to blend on the fog.
Finally, there is one situation which can cause serious problems:
clipping. If a part of the fog volume is clipped away by the camera
because the camera is partially in the fog, then part of the scene might
be in the fog. Previously, it was assumed the camera was either entirely
all the way in, or all the way out of the fog. This may not always be the
case.
An alternative solution is to not allow polygons to get clipped. The
vertex shader can detect vertices which would get clipped away and snap
them to the near clip plane. The following vertex shader clips w depths
to the near clip plane, and z depths to zero.
// transform position into projection space
m4x4 r0,v0,c8
max r0.z,c40.z,r0.z //clamp to 0
max r0.w,c12.x,r0.w //clamp to near clip plane
mov oPos,r0
// Subtract the Near clipping plane
add r0.w,r0.w,-c12.x
// Scale to give us the far clipping plane
mul r0.w,r0.w,c12.y
// load depth into texture, don<6F>t care about y
mov oT0.xy,r0.w
This sample makes use of common DirectX code (consisting of helper functions,
etc.) that is shared with other samples on the DirectX SDK. All common
headers and source code can be found in the following directory:
DXSDK\Samples\Multimedia\Common