Vertex to Pixel Shader TEXCOORD interpolation precision issues - opengl

I think I'm experiencing precision issues in the pixel shader when reading the texcoords that's been interpolated from the vertex shader.
My scene constists of some very large triangles (edges being up to 5000 units long, and texcoords ranging from 0 to 5000 units, so that the texture is tiled about 5000 times), and I have a camera that is looking very close up at one of those triangles (the camera might be so close that its viewport only covers a couple of meters of the large triangles). When I pan the camera along the plane of the triangle, the texture is lagging and jumpy. My thought is that I am experiencing lack of precision on the interpolated texcoords.
Is there a way to increase the precision of the texcoords interpolation?
My first though was to let texcoord u be stored in double precision in the xy-components, and texcoord v in zw-components. But I guess that will not work since the shader interpolation assumes there are 4 separate components of single-precision, and not 2 components of double-precision?
If there is no solution on the shader side, I guess I'll just have to tesselate the triangles into finer pieces? I'd hate to do that just for this issue though.. Any ideas?
EDIT: The problem is also visible when printing texcoords as colors on the screen, without any actual texture sampling at all.

You're right, it looks like a precision problem. If your card supports it, you can indeed use double precision floats for interpolation. Just declare the variables as dvec2 and it should work.
The shader interpolation does not assumes there are 4 separate 8bit components. In recent cards, each scalar (ie. component in a vec) is interpolated separately as a float (or a double). Older cards, that could only interpolate vec4s, were also working with full floats (but these ones probably don't support doubles).

Related

OpenGL: depth calculations are discontinuous

I'm building a LIDAR simulator in OpenGL. This means that the fragment shader returns the length of the light vector (the distance) in place of one of the color channels, normalized by the distance to the far plane (so it'll be between 0 and 1). In other words, I use red to indicate light intensity and blue to indicate distance; and I set green to 0. Alpha is unused, but I keep it at 1.
Here's my test object, which happens to be a rock:
I then write the pixel data to a file and load it into a point cloud visualizer (one point per pixel) — basically the default. When I do that, it becomes clear that all of my points are in discrete planes each located at a different depth:
I tried plotting the same data in R. It doesn't show up initially with the default histogram because the density of the planes is pretty high. But when I set the breaks to about 60, I get this:
.
I've tried shrinking the distance between the near and far planes, in case it was a precision issue. First I was doing 1–1000, and now I'm at 1–500. It may have decreased the distance between planes, but I can't tell, because it means the camera has to be closer to the object.
Is there something I'm missing? Does this have to do with the fact that I disabled anti-aliasing? (Anti-aliasing was causing even worse periodic artifacts, but between the camera and the object instead. I disabled line smoothing, polygon smoothing, and multisampling, and that took care of that particular problem.)
Edit
These are the two places the distance calculation is performed:
The vertex shader calculates ec_pos, the position of the vertex relative to the camera.
The fragment shader calculates light_dir0 from ec_pos and the camera position and uses this to compute a distance.
Is it because I'm calculating ec_pos in the vertex shader? How can I calculate ec_pos in the fragment shader instead?
There are several possible issues I can think of.
(1) Your depth precision. The far plane has very little effect on resolution; the near plane is what's important. See Learning to Love your Z-Buffer.
(2) The more probable explanation, based on what you've provided, is the conversion/saving of the pixel data. The shader outputs floating point values, but these are stored in the framebuffer, which will typically have only 8bits per channel. For color, what that means is that your floats will be mapped to the underlying 8-bit (fixed width, integer) representation, therefore only possessing 256 values.
If you want to output pixel data as the true floats they are, you should make a 32-bit floating point RGBA FBO (with e.g. GL_RGBA32F or something similar). This will store actual floats. Then, when your data from the GPU, it will return the original shader values.
I suppose you could alternately encode a single float in a vec4 with some multiplication, if you don't have a FBO implementation handy.

Precision loss with mod in GLSL

I'm repeating a texture in the vertex shader (for storage, not for repeating at the spot). Is this the right way? I seem to lose precision somehwere.
varying vec2 texcoordC;
texcoordC = gl_MultiTexCoord0.xy;
texcoordC *= 10.0;
texcoordC.x = mod(texcoordC.x, 1.0);
texcoordC.y = mod(texcoordC.y, 1.0);
ADDED: I then save (storage) the texcoord in the color, print it to the texture and later use that texture again. When I retrieve the color from the texture, I find the texcoords and use them to apply a texture in postprocess. There's a reason I want it this way, that I won't go into. I get it that the texcoords will be limited by the color's precision, that is alright as my texture is 256 in width and height.
I know normally I would set the texcoords with glTexcoord2f to higher than 1.0 to repeat (and using GL_REPEAT), but I am using a modelloader which I am to lazy to edit, as I think it is not necessary/not the easiest way.
There are (at least) two ways in which this could go wrong:
Firstly yes, you will lose precision. You are essentially taking the fractional part of a floating point number, after scaling it up. This essentially throws some of the number away.
Secondly, this probably won't work anyway, not for most typical uses. You are trying to tile a texture per-vertex, but the texture is interpolated across a polygon. So this technique could tile the texture differently on different vertices of the same polygon, resulting in a bit of a mess.
i.e.
If vertex1 has a U of 1.5 (after scaling), and vertex2 has a U of 2.2, then you expect the interpolation to give increasing values between those points, with the half-way point having a U of 1.85.
If you take the modulo at each vertex, you will have a U of 0.5, and a U of 0.2 respectively, resulting in a decreasing U, and a half-way point with a U of 0.35...
Textures can be tiled just be enabling tiling on the texture/sampler, and using coordinates outside the range 0->1. If you really want to increase sampling accuracy and have a large amount of tiling, you need to wrap the UV coordinates uniformly across whole polygons, rather than per-vertex. i.e. do it in your data, not in the vertex shader.
For your case, where you're trying to output the UV coordinates into a buffer for some later purpose, you could clamp/wrap the UVs in the pixel shader. So multiply up the UV in the vertex shader, interpolate it across the polygon correctly, and then apply the modulo only when writing to the buffer.
However I still think you'll have precision issues as you're losing all the sub-pixel information. Whether or not that's a problem for the technique you're using, I don't know.

How to do bilinear interpolation of normals over a quad?

I'm working on a Minecraft-like engine as a hobby project to see how far the concept of voxel terrains can be pushed on modern hardware and OpenGL >= 3. So, all my geometry consists of quads, or squares to be precise.
I've built a raycaster to estimate ambient occlusion, and use the technique of "bent normals" to do the lighting. So my normals aren't perpendicular to the quad, nor do they have unit length; rather, they point roughly towards the space where least occlusion is happening, and are shorter when the quad receives less light. The advantage of this technique is that it just requires a one-time calculation of the occlusion, and is essentially free at render time.
However, I run into trouble when I try to assign different normals to different vertices of the same quad in order to get smooth lighting. Because the quad is split up into triangles, and linear interpolation happens over each triangle, the result of the interpolation clearly shows the presence of the triangles as ugly diagonal artifacts:
The problem is that OpenGL uses barycentric interpolation over each triangle, which is a weighted sum over 3 out of the 4 corners. Ideally, I'd like to use bilinear interpolation, where all 4 corners are being used in computing the result.
I can think of some workarounds:
Stuff the normals into a 2x2 RGB texture, and let the texture processor do the bilinear interpolation. This happens at the cost of a texture lookup in the fragment shader. I'd also need to pack all these mini-textures into larger ones for efficiency.
Use vertex attributes to attach all 4 normals to each vertex. Also attach some [0..1] coefficients to each vertex, much like texture coordinates, and do the bilinear interpolation in the fragment shader. This happens at the cost of passing 4 normals to the shader instead of just 1.
I think both these techniques can be made to work, but they strike me as kludges for something that should be much simpler. Maybe I could transform the normals somehow, so that OpenGL's interpolation would give a result that does not depend on the particular triangulation used.
(Note that the problem is not specific to normals; it is equally applicable to colours or any other value that needs to be smoothly interpolated across a quad.)
Any ideas how else to approach this problem? If not, which of the two techniques above would be best?
As you clearly understands, the triangle interpolation that GL will do is not what you want.
So the normal data can't be coming directly from the vertex data.
I'm afraid the solutions you're envisioning are about the best you can achieve. And no matter what you pick, you'll need to pass down [0..1] coefficients from the vertex to the shader (including 2x2 textures. You need them for texture coordinates).
There are some tricks you can do to somewhat simplify the process, though.
Using the vertex ID can help you out with finding which vertex "corner" to pass from vertex to fragment shader (our [0..1] values). A simple bit test on the lowest 2 bits can let you know which corner to pass down, without actual vertex data input. If packing texture data, you still need to pass an identifier inside the texture, so this may be moot.
if you use 2x2 textures to allow the interpolation, there are (were?) some gotchas. Some texture interpolators don't necessarily give a high precision interpolation if the source is in a low precision to begin with. This may require you to change the texture data type to something of higher precision to avoid banding artifacts.
Well... as you're using Bent normals technique, the best way to increase result is to pre-tessellate mesh and re-compute with mesh with higher tessellation.
Another way would be some tricks within pixel shader... one possible way - you can actually interpolate texture on your own (and not use built-in interpolator) in pixel shader, which could help you a lot. And you're not limited just to bilinear interpolation, you could do better, F.e. bicubic interpolation ;)

Texture lookup into rendered FBO is off by half a pixel

I have a scene that is rendered to texture via FBO and I am sampling it from a fragment shader, drawing regions of it using primitives rather than drawing a full-screen quad: I'm conserving resources by only generating the fragments I'll need.
To test this, I am issuing the exact same geometry as my texture-render, which means that the rasterization pattern produced should be exactly the same: When my fragment shader looks up its texture with the varying coordinate it was given it should match up perfectly with the other values it was given.
Here's how I'm giving my fragment shader the coordinates to auto-texture the geometry with my fullscreen texture:
// Vertex shader
uniform mat4 proj_modelview_mat;
out vec2 f_sceneCoord;
void main(void) {
gl_Position = proj_modelview_mat * vec4(in_pos,0.0,1.0);
f_sceneCoord = (gl_Position.xy + vec2(1,1)) * 0.5;
}
I'm working in 2D so I didn't concern myself with the perspective divide here. I just set the sceneCoord value using the clip-space position scaled back from [-1,1] to [0,1].
uniform sampler2D scene;
in vec2 f_sceneCoord;
//in vec4 gl_FragCoord;
in float f_alpha;
out vec4 out_fragColor;
void main (void) {
//vec4 color = texelFetch(scene,ivec2(gl_FragCoord.xy - vec2(0.5,0.5)),0);
vec4 color = texture(scene,f_sceneCoord);
if (color.a == f_alpha) {
out_fragColor = vec4(color.rgb,1);
} else
out_fragColor = vec4(1,0,0,1);
}
Notice I spit out a red fragment if my alpha's don't match up. The texture render sets the alpha for each rendered object to a specific index so I know what matches up with what.
Sorry I don't have a picture to show but it's very clear that my pixels are off by (0.5,0.5): I get a thin, one pixel red border around my objects, on their bottom and left sides, that pops in and out. It's quite "transient" looking. The giveaway is that it only shows up on the bottom and left sides of objects.
Notice I have a line commented out which uses texelFetch: This method works, and I no longer get my red fragments showing up. However I'd like to get this working right with texture and normalized texture coordinates because I think more hardware will support that. Perhaps the real question is, is it possible to get this right without sending in my viewport resolution via a uniform? There's gotta be a way to avoid that!
Update: I tried shifting the texture access by half a pixel, quarter of a pixel, one hundredth of a pixel, it all made it worse and produced a solid border of wrong values all around the edges: It seems like my gl_Position.xy+vec2(1,1))*0.5 trick sets the right values, but sampling is just off by just a little somehow. This is quite strange... See the red fragments? When objects are in motion they shimmer in and out ever so slightly. It means the alpha values I set aren't matching up perfectly on those pixels.
It's not critical for me to get pixel perfect accuracy for that alpha-index-check for my actual application but this behavior is just not what I expected.
Well, first consider dropping that f_sceneCoord varying and just using gl_FragCoord / screenSize as texture coordinate (you already have this in your example, but the -0.5 is rubbish), with screenSize being a uniform (maybe pre-divided). This should work almost exact, because by default gl_FragCoord is at the pixel center (meaning i+0.5) and OpenGL returns exact texel values when sampling the texture at the texel center ((i+0.5)/textureSize).
This may still introduce very very very slight deviations form exact texel values (if any) due to finite precision and such. But then again, you will likely want to use a filtering mode of GL_NEAREST for such one-to-one texture-to-screen mappings, anyway. Actually your exsiting f_sceneCoord approach may already work well and it's just those small rounding issues prevented by GL_NEAREST that create your artefacts. But then again, you still don't need that f_sceneCoord thing.
EDIT: Regarding the portability of texelFetch. That function was introduced with GLSL 1.30 (~SM4/GL3/DX10-hardware, ~GeForce 8), I think. But this version is already required by the new in/out syntax you're using (in contrast to the old varying/attribute syntax). So if you're not gonna change these, assuming texelFetch as given is absolutely no problem and might also be slightly faster than texture (which also requires GLSL 1.30, in contrast to the old texture2D), by circumventing filtering completely.
If you are working in perfect X,Y [0,1] with no rounding errors that's great... But sometimes - especially if working with polar coords, you might consider aligning your calculated coords to the texture 'grid'...
I use:
// align it to the nearest centered texel
curPt -= mod(curPt, (0.5 / vec2(imgW, imgH)));
works like a charm and I no longer get random rounding errors at the screen edges...

Can someone explain how this code transforms something from per vertex lighting to per pixel?

In a tutorial there was a diffuse value calculation of the type
float diffuse_value = max(dot(vertex_normal, vertex_light_position), 0.0);
..on the vertex shader.
That was supposed to be making per vertex lighting if later on the fragment shader..
gl_FragColor = gl_Color * diffuse_value;
Then when he moved the first line - appropriately (by outputting vertex_normal and vertex_light_position to fragment) - to the the fragment shader, it is supposed to be transforming the method to "per pixel shading".
How is that so? The first method appears to be doing the diffuse_value calculation every pixel anyway!
diffuse_value in the first case is computed in the vertex shader. So it's only done per vertex.
After the vertex shader outputs values, the rasterizer takes those values (3 per triangle for each vector) and interpolates (in a perspective correct manner) them to provide different values for each pixel. As it happens, interpolating vectors like that (the normal and the light direction vectors) is not proper, because it loses their normalized property. Many implementations will actually normalize the vectors first thing in the fragment shader.
But it's worse to interpolate the dot of the 2 vectors (what the vector lighting effectively does). Say for example that your is N=+Z for all your vertices and L=norm(Z-X) on one and L=norm(Z+X) on another.
N.L = 1/sqrt(2) for both vertices.
Interpolating that will give you a flat lighting, whereas actually interpolating N and L separately and renormalizing will give you the result you'd expect, a lighting that peaks exactly in the middle of the polygon. (because the interpolation of norm(Z-X) and norm(Z+X) will give exactly Z once normalized).
Well ... Code in a vertex shader is only evaluated per-vertex, with the input values of that vertex.
But when moved to a fragment shader, it is evaluated per-fragment, i.e. per pixel, with input values appropriately interpolated between vertices.
At least that is my understanding, I'm quite rusty with shader programming though.
If diffuse_value is computed in vertex shader, that means it is computed per vertex. Then, it is linearly interpolated on pixels of triangle and feed into pixel shader. (If you don't have per-pixel normals, that's all you can do.) Then, in pixel shader, polygon color (interpolated too) is modulated with that diffuse_value.