Graphics Tracker #4630
Replies: 27 comments 29 replies
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This is an excellent list. I'll defer to @superdump, our rendering lead, for the best format for this. You may also be interested in the rendering project board, which is a more operational view of the work that's being done. |
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Thanks for the board its really interesting, I had found some of those issues just by searching but their are quite a few I didn't see before. |
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If you have the expertise @NHodgesVFX, PR reviews from the community are incredibly valuable to help contributors learn and enable us to merge in features faster. This is especially true in rendering, where the team's expertise can often run a bit thin. |
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Thanks, However I don't really have the expertise, I'm pretty new to rust and graphics programming. But maybe I will have the expertise sometime in the future :) |
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We're already skinning on the GPU. Unless the suggestion is to use bindless rendering to skin meshes, we're already doing this. Animation blending and morph target work is already being tracked by #4026. |
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I updated the list to reflect that, didn't realize skinning was already done on the GPU. |
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Great list! I do think this feels more like Github Discussion territory rather than formal tracking issue territory. "3D graphics features" is a nebulous, large, and ever-changing area that we will never really be able to drive down to zero and close out. Any objections to me converting this to a discussion? You can still use this to track progress, but issues should be "scoped, well defined, and with clear paths to resolution". |
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Yeah, I like this as a discussion too :) |
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A bunch of these have open issues and even PRs. I think they are all on the rendering project board. Could you add links to them all to the original post? I can’t edit it so I can’t maintain it either, whereas the project board is something I do keep on top of. |
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Are any of these good first issues? |
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There's now a PR for spotlights: #4715 |
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For tonemapping, auto-exposure by calculating the luminance of each frame would be neat. |
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To upscalers/external sdks, we should add FSR, XeSS, and DLSS (if the license allows us). |
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FXAA has been merged in #6393, and Bloom has been merged in #6397 🎉. |
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I'm curious about a plan for tessellation and displacement, with wgpu only supporting the basic pipeline stages, would things that use tessellation control and eval / hull and domain shaders need a different rendering library altogether? Wgpu seems like a great abstraction over lower level rendering APIs like OpenGL, Vulkan and DirectX, but I think the lack of support for tessellation and/or mesh shaders maybe become somewhat limiting. I'm admittedly not familiar with bevy's roadmap or future plans, so take all this with a grain of salt. |
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Cascaded shadows maps are now complete. We should also add Sample-Distribution Shadow Maps #4253 to the list. |
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Perhaps we could have a section mentioning that we have Clustered Forward Rendering (#3153 ) as the only one renderer. And some other updates: GPU instancing is tracked in #89 Animations are tracked in #4026 Dithering is finished in #5264 Distance and Atmospheric Fog is finished in #6412 Tonemapping is done and made into a separated mod in #3425 Parallax Mapping has a draft in #5928 |
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Deferred: #9258 |
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For shadows, we should add screen space shadows, sometimes called contact shadows. |
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Under optimization, please add :
Under import, please add: Texture compression - now that Assets V2 has been merged, we have the ability to have asset metadata and preprocess assets. We should take material textures and preprocess them into astc/etc2/bcn/etc. Under materials, please add decals #2401 Under effects, please add "Atmosphere/sky rendering" |
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Could Mipmap generation and texture compression be ticked off? https://bevyengine.org/news/bevy-0-12/#compressedimagesaver
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I don't know much about 3D graphic concept. Maybe this question is not related with this discussion but I am currious that can Bevy compete with Unreal Engine graphics when this list completed totally? |
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@NHodgesVFX non directional lightmaps recentley got merged so you should probobley tick that one off |
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Lightmaps landed in #10231. Reflection probes and light probes landed in #11366. Voxel global illumination (VXGI) is #10268 and is on the milestone for 0.13. |
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Auto exposure is submitted as a PR here: #12792 PCF for point lights landed in: d59b1e7 LOD support equivalent to Unity's is available as a PR: #12916 |
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Alpha to coverage is #12970 Basic screen space reflections are #12959 |
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HLOD has landed #12916 Color grading has landed (and color correction too? not sure what you consider the difference to be) #13121 Auto exposure has landed #12792 |
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I looked through the issues and didn't see any open issues that would give an large overview of needed missing 3D graphics features in Bevy. So, I though I would create this tracker that could remain open and have items ticked of as they are added. Some features have multiple implementations that are possible, although it would be nice to have them all, I think it would be good to start with the easiest to implement in most cases. I am also sure I am forgetting some needed features as well, feel free to add them in the comments or if you have permission add them directly to this post. If this type of issue isnt wanted please feel free to close it :)
Progress
Rendering Methods
Reflections
Materials
StandardMaterial
Light Transmission #8015StandardMaterial
Light Transmission #8015StandardMaterial
Light Transmission #8015Import
Occlusion
Global Illumination
Lights
Shadows
Effects
Animation
Optimizations
2 & 2.5D
Additional context
Refraction
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