GLSL procedural repetitive texturecoordinates cause visible seams due to mipmapping - opengl

I have a seamlessly tilable texture.
In the fragmentshader i calculate the texturecoordinates UVproc procedurally using a function that jumps from 1.0 to 0.0 at some point (here the texture should repeat nicely).
the problem is that at this seam, the lookup seems to return pixelvalues from the smallest mipmap level.
If i debugoutput
out = vec4(dFdx(UVproc.x), dFdy(UVproc.y),0,1);
then i can see that at those pixels the finite differences of these texturecoordinates are very high and therefore a small mipmap level is accessed (makes sense - as there is a jump from 1 to 0 at those pixels, the finite differences will be big).
If i manually just access mipmaplevel 0 using textureLod() then i don't have this problem, but i also loose mipmapping and everything gets grainy.
so the question is:
How can I avoid visible mipmap related seams if texturecoordinates (in the range 0-1) are procedurally calculated in the fragment shader?

You should use gradient texture sampling, manually setting the derivatives. Here's a function for it:
gvec textureGrad(gsampler sampler, vec texCoord, gradvec dTdx, gradvec dTdy);

Related

How mipmap worked with fragment shader in opengl?

Mipmaps seem to be handled automatically by OpenGL. The function provided by the fragment shader seems to be to return the color of the sampling point corresponding to the pixel. So how does opengl automatically handle mipmaps?
When you use the texture(tex, uv) function, it uses the derivatives of uv with respect to the window coordinates to compute the footprint of the fragment in the texture space.
For a 2d texture with an isotropic filter the size of the footprint can be calculated as:
ρ = max{ √((du/dx)² + (dv/dx)²), √((du/dy)² + (dv/dy))² }
This calculates the change of uv horizontally and vertically, then takes the bigger of the two.
The logarithm of ρ, in combination with other parameters (like lod bias, clamping, and filter type) determines where in the pyramid the texel will be sampled.
However, in practice the implementation isn't going to do calculus to determine the derivatives. Instead a numeric approximation is used, typically by shading fragments in groups of four (aka 'quads') and calculating the derivatives by subtracting the uvs in the neighboring fragments in the group. This in turn may require 'helper invocations' where the shader is executed for a fragment that's not covered by the primitive, but is still used for the derivatives. This is also why historically, automatic mipmap level selection didn't work outside of a fragment shader.
The implementation is not required to use the above formula for ρ either. It can approximate it within some reasonable constraints. Anisotropic filtering complicates the formulas further, but the idea remains the same -- the implicit derivatives are used to determine where to sample the mipmap.
If the automatic derivatives mechanism isn't available (e.g. in a vertex or a compute shader), it's your responsibility to calculate them and use the textureGrad function instead.

How can I apply a depth test to vertices (not fragments)?

TL;DR I'm computing a depth map in a fragment shader and then trying to use that map in a vertex shader to see if vertices are 'in view' or not and the vertices don't line up with the fragment texel coordinates. The imprecision causes rendering artifacts, and I'm seeking alternatives for filtering vertices based on depth.
Background. I am very loosely attempting to implement a scheme outlined in this paper (http://dash.harvard.edu/handle/1/4138746). The idea is to represent arbitrary virtual objects as lots of tangent discs. While they wanted to replace triangles in some graphics card of the future, I'm implementing this on conventional cards; my discs are just fans of triangles ("Discs") around center points ("Points").
This is targeting WebGL.
The strategy I intend to use, similar to what's done in the paper, is:
Render the Discs in a Depth-Only pass.
In a second (or more) pass, compute what's visible based solely on which Points are "visible" - ie their depth is <= the depth from the Depth-Only pass at that x and y.
I believe the authors of the paper used a gaussian blur on top of the equivalent of a GL_POINTS render applied to the Points (ie re-using the depth buffer from the DepthOnly pass, not clearing it) to actually render their object. It's hard to say: the process is unfortunately a one line comment, and I'm unsure of how to duplicate it in WebGL anyway (a naive gaussian blur will just blur in the background pixels that weren't touched by the GL_POINTS call).
Instead, I'm hoping to do something slightly different, by rerendering the discs in a second pass instead as cones (center of disc becomes apex of cone, think "close the umbrella") and effectively computing a voronoi diagram on the surface of the object (ala redbook http://www.glprogramming.com/red/chapter14.html#name19). The idea is that an output pixel is the color value of the first disc to reach it when growing radiuses from 0 -> their natural size.
The crux of the problem is that only discs whose centers pass the depth test in the first pass should be allowed to carry on (as cones) to the 2nd pass. Because what's true at the disc center applies to the whole disc/cone, I believe this requires evaluating a depth test at a vertex or object level, and not at a fragment level.
Since WebGL support for accessing depth buffers is still poor, in my first pass I am packing depth info into an RGBA Framebuffer in a fragment shader. I then intended to use this in the vertex shader of the second pass via a sampler2D; any disc center that was closer than the relative texture2D() lookup would be allowed on to the second pass; otherwise I would hack "discarding" the vertex (its alpha would be set to 0 or some flag set that would cause discard of fragments associated with the disc/cone or etc).
This actually kind of worked but it caused horrendous z-fighting between discs that were close together (very small perturbations wildly changed which discs were visible). I believe there is some floating point error between depth->rgba->depth. More importantly, though, the depth texture is being set by fragment texel coords, but I'm looking up vertices, which almost certainly don't line up exactly on top of relevant texel coordinates; so I get depth +/- noise, essentially, and the noise is the issue. Adding or subtracting .000001 or something isn't sufficient: you trade Type I errors for Type II. My render became more accurate when I switched from NEAREST to LINEAR for the depth texture interpolation, but it still wasn't good enough.
How else can I determine which disc's centers would be visible in a given render, so that I can do a second vertex/fragment (or more) pass focused on objects associated with those points? Or: is there a better way to go about this in general?

Mimic OpenGL texture mapping on CPU for reprojection

I'm trying to code a texture reprojection using a UV gBuffer (this is a texture that contains the UV desired value for mapping at that pixel)
I think that this should be easy to understand just by seeing this picture (I cannot attach due low reputation):
http://www.andvfx.com/wp-content/uploads/2012/12/3-objectes.jpg
The first image (the black/yellow/red/green one) is the UV gBuffer, it represents the uv values, the second one is the diffuse channel and the third the desired result.
Making this on OpenGL is pretty trivial.
Draw a simple rectangle and use as fragmented shader this pseudo-code:
float2 newUV=texture(UVgbufferTex,gl_TexCoord[0]).xy;
float3 finalcolor=texture(DIFFgbufferTex,newUV);
return float4(finalcolor,0);
OpenGL takes care about selecting the mipmap level, the anisotropic filtering etc, meanwhile if I make this on regular CPU process I get a single pixel for finalcolor so my result is crispy.
Any advice here? I was wondering about computing manually a kind of mipmaps and select the level by checking the contiguous pixel but not sure if this is the right way, also I doubt how to deal with that since it could be changing fast on horizontal but slower on vertical or viceversa.
In fact I don't know how this is computed internally on OpenGL/DirectX since I used this kind of code for a long time but never thought about the internals.
You are on the right track.
To select mipmap level or apply anisotropic filtering you need a gradient. That gradient comes naturally in GL (in fragment shaders) because it is computed for all interpolated variables after rasterization. This all becomes quite obvious if you ever try to sample a texture using mipmap filtering in a vertex shader.
You can compute the LOD (lambda) as such:
    ρ = max (((du/dx)2 + (dv/dx)2)1/2
, ((du/dy)2 + (dv/dy)2)1/2)
    λ = log2 ρ
The texture is picked basing on the size on the screen after reprojection. After you emit a triangle, check the rasterization size and pick the appropriate mipmap.
As for filtering, it's not that hard to implement i.e. bilinear filtering manually.

How does texture lookup in non fragment shaders works?

The following is an excerpt from GLSL spec:
"Texture lookup functions are available in all shading stages. However, automatic level of detail is computed only for fragment shaders. Other shaders operate as though the base level of detail were computed as zero."
So this is how I see it:
Vertex shader:
vec4 texel = texture(SamplerObj, texCoord);
// since this is vertex shader, sampling will always take place
// from 0th Mipmap level of the texture.
Fragment shader:
vec4 texel = texture(SamplerObj, texCoord);
// since this is fragment shader, sampling will take place
// from Nth Mipmap level of the texture, where N is decided
// based on the distance of object on which texture is applied from camera.
Is my understanding correct?
That sounds right. You can specify an explicit LOD by using textureLod() instead of texture() in the vertex shader.
I believe you could also make it use a higher LOD by setting the GL_TEXTURE_MIN_LOD parameter on the texture. If you call e.g.:
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD, 2.0f);
while the texture is bound, it should use mipmap level 2 when you sample the texture in the vertex shader. I have never tried this, but this is my understanding of how the behavior is defined.
// since this is fragment shader, sampling will take place
// from Nth Mipmap level of the texture, where N is decided
// based on the distance of object on which texture is applied from camera.
I think the bit about the distance isn't correct. The mipmap level to use is determined using the derivation of the texture coordinates for the neighbouring pixels. The sampler hardware can determine this because the generated code for the fragment shader typically uses SIMD instructions and generates values for multiple pixels simultaneously. For example, on Intel hardware a single thread usually operates on a 4x4 grid of pixels. That means that whenever a message is sent to the sampler hardware it is given a set 16 of texture coordinates and 16 texels are expected in reply. The sampler hardware can determine the derivation by looking at the difference between those 16 texture coordinates. That is probably why further down in the GLSL spec it says:
Implicit derivatives are undefined within non-uniform control flow and for non-fragment-shader texture fetches.
Non-uniform control flow would mess up the implicit derivatives because potentially not all of the fragments being processed in the thread would be sampling at the same time.

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...