feat(renderer): add bilateral blur compute shader for SSGI denoising

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-03-26 15:28:20 +09:00
parent a60a25e9ba
commit 1ea2d340e6
3 changed files with 218 additions and 0 deletions

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@@ -0,0 +1,156 @@
pub struct BilateralBlur {
pipeline: wgpu::ComputePipeline,
bind_group_layout: wgpu::BindGroupLayout,
}
impl BilateralBlur {
pub fn new(device: &wgpu::Device) -> Self {
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Bilateral Blur Compute"),
source: wgpu::ShaderSource::Wgsl(include_str!("bilateral_blur.wgsl").into()),
});
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Bilateral Blur BGL"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: false },
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Depth,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: false },
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 3,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::StorageTexture {
access: wgpu::StorageTextureAccess::WriteOnly,
format: wgpu::TextureFormat::Rgba16Float,
view_dimension: wgpu::TextureViewDimension::D2,
},
count: None,
},
],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Bilateral Blur PL"),
bind_group_layouts: &[&bind_group_layout],
immediate_size: 0,
});
let pipeline = device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
label: Some("Bilateral Blur Pipeline"),
layout: Some(&pipeline_layout),
module: &shader,
entry_point: Some("main"),
compilation_options: wgpu::PipelineCompilationOptions::default(),
cache: None,
});
BilateralBlur { pipeline, bind_group_layout }
}
pub fn dispatch(
&self,
device: &wgpu::Device,
encoder: &mut wgpu::CommandEncoder,
input_view: &wgpu::TextureView,
depth_view: &wgpu::TextureView,
normal_view: &wgpu::TextureView,
output_view: &wgpu::TextureView,
width: u32,
height: u32,
) {
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Bilateral Blur BG"),
layout: &self.bind_group_layout,
entries: &[
wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::TextureView(input_view) },
wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::TextureView(depth_view) },
wgpu::BindGroupEntry { binding: 2, resource: wgpu::BindingResource::TextureView(normal_view) },
wgpu::BindGroupEntry { binding: 3, resource: wgpu::BindingResource::TextureView(output_view) },
],
});
let mut cpass = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
label: Some("Bilateral Blur Pass"),
timestamp_writes: None,
});
cpass.set_pipeline(&self.pipeline);
cpass.set_bind_group(0, &bind_group, &[]);
cpass.dispatch_workgroups((width + 15) / 16, (height + 15) / 16, 1);
}
}
/// Pure CPU bilateral weight calculation (for testing).
pub fn bilateral_weight(
spatial_dist: f32,
depth_diff: f32,
normal_dot: f32,
sigma_spatial: f32,
sigma_depth: f32,
sigma_normal: f32,
) -> f32 {
let w_spatial = (-spatial_dist * spatial_dist / (2.0 * sigma_spatial * sigma_spatial)).exp();
let w_depth = (-depth_diff.abs() / sigma_depth).exp();
let w_normal = normal_dot.max(0.0).powf(sigma_normal);
w_spatial * w_depth * w_normal
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_bilateral_weight_center() {
// At center: dist=0, depth_diff=0, normal_dot=1
let w = bilateral_weight(0.0, 0.0, 1.0, 2.0, 0.1, 16.0);
assert!((w - 1.0).abs() < 0.01); // all factors = 1
}
#[test]
fn test_bilateral_weight_depth_edge() {
// Large depth difference -> low weight
let w = bilateral_weight(0.0, 10.0, 1.0, 2.0, 0.1, 16.0);
assert!(w < 0.01, "large depth diff should give low weight: {}", w);
}
#[test]
fn test_bilateral_weight_normal_edge() {
// Perpendicular normals -> low weight
let w = bilateral_weight(0.0, 0.0, 0.0, 2.0, 0.1, 16.0);
assert!(w < 0.01, "perpendicular normals should give low weight: {}", w);
}
#[test]
fn test_bilateral_weight_distance() {
// Far spatial distance -> lower weight than near
let w_near = bilateral_weight(1.0, 0.0, 1.0, 2.0, 0.1, 16.0);
let w_far = bilateral_weight(4.0, 0.0, 1.0, 2.0, 0.1, 16.0);
assert!(w_near > w_far);
}
}

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@@ -0,0 +1,58 @@
@group(0) @binding(0) var input_tex: texture_2d<f32>;
@group(0) @binding(1) var depth_tex: texture_depth_2d;
@group(0) @binding(2) var normal_tex: texture_2d<f32>;
@group(0) @binding(3) var output_tex: texture_storage_2d<rgba16float, write>;
const KERNEL_RADIUS: i32 = 2;
const SIGMA_SPATIAL: f32 = 2.0;
const SIGMA_DEPTH: f32 = 0.1;
const SIGMA_NORMAL: f32 = 16.0;
fn gaussian(x: f32, sigma: f32) -> f32 {
return exp(-(x * x) / (2.0 * sigma * sigma));
}
@compute @workgroup_size(16, 16)
fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
let dims = textureDimensions(input_tex);
if (gid.x >= dims.x || gid.y >= dims.y) { return; }
let center = vec2<i32>(gid.xy);
let center_depth = textureLoad(depth_tex, center, 0);
let center_normal = textureLoad(normal_tex, center, 0).xyz;
var sum = vec4<f32>(0.0);
var weight_sum = 0.0;
for (var dy = -KERNEL_RADIUS; dy <= KERNEL_RADIUS; dy++) {
for (var dx = -KERNEL_RADIUS; dx <= KERNEL_RADIUS; dx++) {
let offset = vec2<i32>(dx, dy);
let sample_pos = center + offset;
if (sample_pos.x < 0 || sample_pos.y < 0 ||
sample_pos.x >= i32(dims.x) || sample_pos.y >= i32(dims.y)) {
continue;
}
let spatial_dist = sqrt(f32(dx * dx + dy * dy));
let w_spatial = gaussian(spatial_dist, SIGMA_SPATIAL);
let sample_depth = textureLoad(depth_tex, sample_pos, 0);
let depth_diff = abs(center_depth - sample_depth);
let w_depth = exp(-depth_diff / SIGMA_DEPTH);
let sample_normal = textureLoad(normal_tex, sample_pos, 0).xyz;
let n_dot = max(dot(center_normal, sample_normal), 0.0);
let w_normal = pow(n_dot, SIGMA_NORMAL);
let weight = w_spatial * w_depth * w_normal;
let sample_color = textureLoad(input_tex, sample_pos, 0);
sum += sample_color * weight;
weight_sum += weight;
}
}
let result = select(vec4<f32>(0.0), sum / weight_sum, weight_sum > 0.0);
textureStore(output_tex, vec2<i32>(gid.xy), result);
}

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@@ -35,6 +35,8 @@ pub mod tonemap;
pub mod forward_pass;
pub mod auto_exposure;
pub mod instancing;
pub mod bilateral_blur;
pub mod temporal_accum;
pub use gpu::{GpuContext, DEPTH_FORMAT};
pub use light::{CameraUniform, LightUniform, LightData, LightsUniform, MAX_LIGHTS, LIGHT_DIRECTIONAL, LIGHT_POINT, LIGHT_SPOT};
@@ -73,6 +75,8 @@ pub use tonemap::{TonemapUniform, aces_tonemap};
pub use forward_pass::{ForwardPass, sort_transparent_back_to_front};
pub use auto_exposure::AutoExposure;
pub use instancing::{InstanceData, InstanceBuffer, create_instanced_pipeline};
pub use bilateral_blur::BilateralBlur;
pub use temporal_accum::TemporalAccumulation;
pub use png::parse_png;
pub use jpg::parse_jpg;
pub use gltf::{parse_gltf, GltfData, GltfMesh, GltfMaterial};