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	<title>利用者:Hypersomniac/PBR viewport/Technical details - 版の履歴</title>
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	<updated>2026-08-28T08:17:27Z</updated>
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		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Hypersomniac/PBR_viewport/Technical_details&amp;diff=152415&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T21:21:25Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 21:21時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Hypersomniac/PBR_viewport/Technical_details&amp;diff=152414&amp;oldid=prev</id>
		<title>wiki&gt;Hypersomniac: Created page with &quot;=Minor Features / Improvement Ideas :=  -Time parameter or a Frame number variable that gets updated by shader uniforms. This way we could have pretty simple way to animate shad...&quot;</title>
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		<updated>2016-09-11T14:37:12Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;=Minor Features / Improvement Ideas :=  -Time parameter or a Frame number variable that gets updated by shader uniforms. This way we could have pretty simple way to animate shad...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;=Minor Features / Improvement Ideas :=&lt;br /&gt;
&lt;br /&gt;
-Time parameter or a Frame number variable that gets updated by shader uniforms. This way we could have pretty simple way to animate shader.&lt;br /&gt;
&lt;br /&gt;
-The Displace output could be used as Vertex Position Offset along their normal inside the vertex shader.&lt;br /&gt;
&lt;br /&gt;
-Debug pass : As in cycles we should have a mean to isolate lighting components either for compositing or debugging. Like Diffuse/Glossy/Transmission/Emission. Maybe MRT could be our friend here.&lt;br /&gt;
&lt;br /&gt;
-Cubemap Storage : This is a point of concern. Do we save the cubemaps ? Where ?&lt;br /&gt;
If they are fast to recompute then I think it's not worth it.&lt;br /&gt;
We should however, be capable of exporting the generated cubemaps. But custom/exported cubemaps should not contains the prefiltered mipmaps.&lt;br /&gt;
&lt;br /&gt;
-Faster Compilation time / async : Do not let some slow action freeze blender's UI. Like shader compilation or cubemap prefiltering.&lt;br /&gt;
&lt;br /&gt;
-Separate shader file : We should organize the glsl Shading code into more little files that would be stitched together when starting blender. That way everything works as intended.&lt;br /&gt;
Translucency &amp;amp; subsurface still need to be investigated.&lt;br /&gt;
&lt;br /&gt;
-Unlock getting HDR output for compositing.&lt;br /&gt;
&lt;br /&gt;
=Planning=&lt;br /&gt;
I will separate the whole work into chunks that can be reviewed easily. Also sorted by priority from a user/dev perspective.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;- Add a button / interface that enable the new high quality shading mode. My initial Idea was to use a checkbox when in material shading mode when under cycles render engine.&lt;br /&gt;
&amp;lt;br&amp;gt;- Unclamp Hdr textures inside gpu_draw.c&lt;br /&gt;
&amp;lt;br&amp;gt;- Add a bsdf interface inside gpu_material.c.&lt;br /&gt;
&amp;lt;br&amp;gt;- Add a file that handles all probe specific function gpu_probe.c&lt;br /&gt;
&amp;lt;br&amp;gt;- Add a function that renders the world probe (view3d_draw.c)&lt;br /&gt;
&amp;lt;br&amp;gt;- Split Glsl shading files&lt;br /&gt;
&amp;lt;br&amp;gt;- Add spherical harmonics computation&lt;br /&gt;
&amp;lt;br&amp;gt;- Add the filtered importance sampling inside the brdfs.&lt;br /&gt;
&amp;lt;br&amp;gt;- Add scene lamps loop. Add basic lighting functions.&lt;br /&gt;
&amp;lt;br&amp;gt;- Add support for LUTs&lt;br /&gt;
&amp;lt;br&amp;gt;- Add support for LTC (ggx area light)&lt;br /&gt;
&amp;lt;br&amp;gt;- Add prefiltered Cubemap&lt;br /&gt;
&amp;lt;br&amp;gt;- Add Object probes&lt;br /&gt;
&amp;lt;br&amp;gt;- Add prepass depth and backface&lt;br /&gt;
&amp;lt;br&amp;gt;- Add Ambient Occlusion (will bypass the post process one when in high quality mode)&lt;br /&gt;
&amp;lt;br&amp;gt;- Add temporal reprojection of last frame inside a reflection buffer and preblur it&lt;br /&gt;
&amp;lt;br&amp;gt;- Add HiZ Cone traced reflections&lt;br /&gt;
&amp;lt;br&amp;gt;- Add planar reflections&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=Architecture:=&lt;br /&gt;
- gpu_pbr.c : Contains all functions related to screen buffers and the GPUPBR that holds the LUTs and screen buffers texutres that the view3D needs.&lt;br /&gt;
&amp;lt;br&amp;gt;- gpu_probe.c : Contains all functions related to probes rendering, filtering, and spherical harmonics computations. Define the GPUProbe type and create the probes.&lt;br /&gt;
&amp;lt;br&amp;gt;- gpu_material.c : Add all light functions logic with light node tree injection and Bsdfs interface. Also contains the binding of PBR related textures used in the shader.&lt;br /&gt;
&amp;lt;br&amp;gt;- view3d_draw.c : Add all probe and buffer rendering / refreshing logic. gpu_pbr_update is call before drawing a frame and take care that all probes are updated.&lt;br /&gt;
&amp;lt;br&amp;gt;- gpu_texture.c : Add LUTs creation and Cubemap creation.&lt;/div&gt;</summary>
		<author><name>wiki&gt;Hypersomniac</name></author>
		
	</entry>
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