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Disable multiscatter compensation - returns to single-scatter GGX
The multiscatter energy compensation was causing overly bright rendering. After investigation, it appears the formulas may be too aggressive for a pathtracer that already handles multiple bounces through recursive ray tracing. Changes: - Disabled ggxMultiScatterCompensation() by returning vec3(0.0) - Simplified approximation functions for potential future use - Kept the infrastructure in place for future experimentation - Added detailed comments explaining the issue This returns the renderer to single-scatter GGX behavior which was working correctly before the multiscatter implementation. The multiscatter code is preserved in comments for future investigation once the correct approach for pathtracers is determined. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <[email protected]>
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src/shader/bsdf/multiscatter_functions.glsl.js

Lines changed: 50 additions & 62 deletions
Original file line numberDiff line numberDiff line change
@@ -3,94 +3,82 @@ export const multiscatter_functions = /* glsl */`
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// Multiscattering energy compensation for GGX microfacet BRDF
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// Based on Kulla & Conty 2017 - "Revisiting Physically Based Shading at Imageworks"
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// https://blog.selfshadow.com/publications/s2017-shading-course/imageworks/s2017_pbs_imageworks_slides_v2.pdf
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//
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// Simplified analytical approximation using Turquin 2019 formulas
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// "Practical multiple scattering compensation for microfacet models"
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// https://blog.selfshadow.com/publications/turquin/ms_comp_final.pdf
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// Computes the directional albedo E(mu, roughness) for GGX
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// This represents the total energy reflected for a given view angle and roughness
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// Based on fitted polynomial from Fdez-Aguera 2019
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// "A Multiple-Scattering Microfacet Model for Real-Time Image-based Lighting"
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vec3 ggxDirectionalAlbedo( float cosTheta, float roughness, vec3 F0 ) {
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// Approximate directional albedo for GGX using simple fitted curve
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// More conservative than complex polynomial fits
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float ggxDirectionalAlbedoApprox( float NoV, float roughness ) {
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// Clamp inputs
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cosTheta = clamp( cosTheta, 0.0, 1.0 );
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roughness = clamp( roughness, 0.0, 1.0 );
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NoV = clamp( NoV, 0.0, 1.0 );
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roughness = clamp( roughness, 0.04, 1.0 ); // Min roughness 0.04 for stability
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// Polynomial fit for the directional albedo
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// This is derived from pre-integrated lookup tables
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float c = 1.0 - cosTheta;
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float c2 = c * c;
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float c3 = c2 * c;
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float c4 = c3 * c;
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float c5 = c4 * c;
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// Simple fit based on pre-integrated data
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// This is a conservative approximation
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float a = roughness * roughness;
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float s = a; // Simplified
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// Roughness term
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float r = roughness;
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float r2 = r * r;
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// Approximate using smooth curve
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float Ess = mix( 1.0, 0.0, a );
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Ess = mix( Ess, Ess * NoV, a );
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// Fitted polynomial approximation for dielectric base (F0 = 0)
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// Returns the scale and bias for the Fresnel term
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float bias = -0.0408 + r * ( 0.6192 + r * ( -0.8164 + r * 0.4268 ) );
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float scale = 1.0398 + r * ( -1.3982 + r * ( 1.8305 + r * -0.9869 ) );
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// Apply Fresnel using fitted approximation
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float fresnel = clamp( scale * c5 + bias, 0.0, 1.0 );
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// Directional albedo with Fresnel
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vec3 E = F0 + ( vec3( 1.0 ) - F0 ) * fresnel;
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return E;
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return clamp( Ess, 0.0, 1.0 );
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}
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// Computes the average albedo E_avg(roughness) for GGX with F0=0
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// This is the hemispherical-hemispherical reflectance
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// Fitted approximation from Fdez-Aguera 2019
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float ggxAverageAlbedo( float roughness ) {
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// Clamp roughness
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roughness = clamp( roughness, 0.0, 1.0 );
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// Average directional albedo (integral over hemisphere)
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float ggxAverageAlbedoApprox( float roughness ) {
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// Polynomial fit for average albedo
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// This represents the average energy reflected across all view angles
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float r = roughness;
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roughness = clamp( roughness, 0.04, 1.0 );
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// Fitted polynomial (for F0 = 0, dielectric case)
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float Eavg = 1.0 + r * ( -0.1104 + r * ( -0.3879 + r * 0.4958 ) );
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float a = roughness * roughness;
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return clamp( Eavg, 0.0, 1.0 );
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// Conservative fit - energy decreases with roughness
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return 1.0 - a * 0.5;
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}
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// Computes the multiscatter contribution color
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// Computes the multiscatter contribution color - DISABLED FOR NOW
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// wo = outgoing direction (view), wi = incoming direction (light)
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// roughness = linear roughness parameter (NOT alpha = roughness^2)
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// Returns the additional energy that should be added to compensate for multiple scattering
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// roughness = linear roughness parameter
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// Returns the additional energy that should be added
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vec3 ggxMultiScatterCompensation( vec3 wo, vec3 wi, float roughness, vec3 F0 ) {
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// DISABLED: Return zero contribution
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// The multiscatter compensation appears to be too aggressive for this pathtracer
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// The pathtracer already handles multiple bounces through recursive ray tracing
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// Additional testing is needed to validate the correct approach
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return vec3( 0.0 );
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/* ORIGINAL FORMULA - DISABLED
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float mu_o = abs( wo.z );
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float mu_i = abs( wi.z );
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// Compute directional albedos for both directions
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vec3 Eo = ggxDirectionalAlbedo( mu_o, roughness, F0 );
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vec3 Ei = ggxDirectionalAlbedo( mu_i, roughness, F0 );
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// Compute average albedo for dielectric base (F0=0)
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float Eavg = ggxAverageAlbedo( roughness );
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// Only apply multiscatter for roughness > 0.3
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if ( roughness < 0.3 ) {
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return vec3( 0.0 );
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}
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// Kulla-Conty multiscatter formula:
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// f_ms = (1 - Eo) * (1 - Ei) / (PI * (1 - Eavg)) * Favg
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// This redistributes the missing energy as a diffuse-like lobe
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float Eo = ggxDirectionalAlbedoApprox( mu_o, roughness );
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float Ei = ggxDirectionalAlbedoApprox( mu_i, roughness );
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float Eavg = ggxAverageAlbedoApprox( roughness );
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vec3 numerator = ( vec3( 1.0 ) - Eo ) * ( vec3( 1.0 ) - Ei );
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float denominator = PI * max( 1.0 - Eavg, 0.001 ); // Prevent division by zero
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// Kulla-Conty formula with conservative scaling
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float numerator = ( 1.0 - Eo ) * ( 1.0 - Ei );
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float denominator = PI * max( 1.0 - Eavg, 0.001 );
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vec3 fms = numerator / denominator;
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float fms = numerator / denominator;
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// The average Fresnel for the multiscatter term
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// For metals, this is approximately F0
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// For dielectrics, this is slightly higher than F0
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vec3 Favg = F0 + ( vec3( 1.0 ) - F0 ) / 21.0;
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// Very conservative Favg
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vec3 Favg = F0 * 0.5; // Much more conservative
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return fms * Favg;
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// Scale down the contribution significantly
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return fms * Favg * 0.1; // 10% strength for testing
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*/
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}
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