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Frame Graph implementation #16536

@Popov72

Description

@Popov72

Here are a number of things to implement/check to ensure that they work as expected with frame graphs.
This list is not ranked in order of importance; some items are more important than others, and some will likely be postponed until a request is made, as they are not a priority (such as a number of rarely used post-processes):

  • All renderers:
    • bounding box
    • depth peeling / OIT
    • edges renderer (no changes required)
    • outline renderer (no changes required)
    • Note that the depth renderer and the geometry buffer renderer are supported through the geometry renderer task
  • geometry renderer task: handles scene.needsPreviousWorldMatrices correctly (should be true if any renderer generates the velocity / linear velocity texture)
  • geometry renderer task: allows custom geometry textures
  • Missing post-processes / rendering pipelines:
    • SSAO2
    • motion blur
    • screen space curvature
    • sharpen, stereoscopic, etc.
  • provides a way to use a custom post process (see https://forum.babylonjs.com/t/feedback-on-frame-graphs/58672/20 or https://playground.babylonjs.com/#2G7PZ6#10)
  • how to generate a MRT with frame graph => doc example
  • Investigate crash when resizing multiple times the render view (try with https://playground.babylonjs.com/#9YU4C5#12). Only in WebGL => https://issues.chromium.org/issues/442112333
  • autoCalcDepthBounds doesn't work with the CSM task
  • GPU picker
  • Rig cameras
  • Layers
  • Gizmos
  • Shadows
  • Clustered lights
  • NME with prepass texture block
  • Custom render target textures => Use the ObjectRenderer task and link it to the dependencies input of another ObjectRenderer if the texture is to be used in the context of this second rendering (in a material, for example).
  • fluid renderer
  • RSM gi
  • IBL shadows
  • snapshot rendering mode
  • procedural textures
  • frozen meshes
  • screenshots
    • simple screenshots (from the rendering canvas)
    • RTT screenshots
  • performance priority mode
  • inspector:
    • gizmos
    • show wireframe
    • show bounding box
    • statistics / frame step duration
    • statistics / count
    • Capture with RTT
  • handle context loss
  • mirror texture
  • Mesh.ignoreCameraMaxZ
    etc.

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