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LineArt Meeting 2023-03-10
Yiming: Not sure how we can get geometry results from compositing.
Sebastian: Should we have one solution, or two solutions?
Was surprised by the GPU solutions
Miguel: There is still a plan to have a NPR renderer, so it makes sense to combine the techniques.
Falk: Can we have a geometry nodal system (geometry nodes) with the render approach?
Does not seem like a good idea. Better to share the code and do it all on the CPU somehow.
The render approach would use a material nodal system.
Falk: Will the image based approach allow to map the line to the material of the geometry?
Wang: Because one pixel can have many triangles, it will be hard to know what triangle the lines come from.
Yiming: Can we determin the object ID or triangle from the image space?
Wang: In Nanite they get the ID but only for shading. You don't need to be accurate for shading. But software rasterization can solve this. Using a depth texture.
Sebastian: Is it possible to have dynamic resolution?
Wang: Did something similar. Increase Resolution.
Minguel: Possible to store list of triangles for each pixel?
Wang: That could be possible. Was used for orderer transperency.
Sebastian: Feels we should keep the CPU solution around.
Nick: Likes what he hears. Needs his strokes to be 3D and editable.
Chris: We use alot of alpha clipped textures which workes better with the render based approach.
Wang: Might be a problem. His algorithm can only handle real geometry.
Miguel: Should be possible to get geometry from alpha. And as long as we have the tangent and normal.
Yiming: Better results from image based algorithm if you have curved reflective surfaces.
Chris: It's also great for getting the color from the shader. Freestyle only gets one color from the material.
Yiming: The modifier is very complicated and it's limiting.
Hans: Geometry nodes comes with attribute probacation by default. Thinks there is an oportunity to split up the line art functionality into parts.
Thinks that there may no need for the "LineArt" name when operations become more generic
Hans: No GPU processing in geometry nodes yet.
Sebastian: There is support for opengl compute shaders.
Miguel: GPU backend for geometry nodes might be tricky because of opengl and the global state.
Sebastian: Proposes to start with a renderer (NPR renderer) and render lines in it. Then move on to porting some of the code to a nodal system for geometry nodes.
Wang and Miguel like the idea.
Sebastian and Wang: Smooth contour algorithm gives very good resutls, but is expensive. Might be some optimitzations.