Open Bcompartment opened 3 months ago
The SSR we currently ship in bevy is based on a ray marching algorithm from the author of that talk (https://gist.github.com/h3r2tic/9c8356bdaefbe80b1a22ae0aaee192db). I don't know exactly which feature is missing if any to be able to compare it to the results of that talk though.
AMD has an open source SSR library based on the frostbite presentation https://gpuopen.com/fidelityfx-sssr.
@IceSentry Bevy's non-pbr sharp only SSR impl only uses h3r2tic's ray marching example for the depth buffer ray traversal and otherwise does not implement SSR as shown in the included example or a pbr implementation like the one OP linked or in sssr, essentially ignoring the BRDF.
What problem does this solve or what need does it fill?
Reflections technique that robustly handles spatially-varying material properties, reproduces specular elongation of microfacet BRDFs.
Example from talk:
Additional context
Talk by Tomasz Stachowiak at SIGGRAPH 2015 (https://www.ea.com/frostbite/news/stochastic-screen-space-reflections) (https://www.slideshare.net/slideshow/stochastic-screenspace-reflections/51840375)