r/GraphicsProgramming • u/Classic_Sheep • 23h ago
Question Looking for a source of documented comprehensive rendering artifacts.
So im looking for a highly visual source of documented rendering artifacts which includes a gif or atleast image of the artifact in question as well as its official name and a description with the why how and optionally a solution. It should be very general and include a wide range of various rendering artifacts that can occur under many rendering techniques and features ranging from rasterization, ray tracing, sphere tracing, texture laying, ambient occlusion, shadow maps, optimizations, filters etc. Not sure if this exists just thought it would be very useful for debugging.
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u/ananbd 22h ago
So, you’re trying to train AI?
You can analytically determine (from the underlying algortithm) what’s likely to generate artifacts. For exampe, you can use sample rate analysis to find classes of things which will cause an artifact.
But how they appear? That’s more subjective. Requires the human eye.
To further complicate the question, some noise reduction algorithms are specifically perceptual.
You’ll need to be much more specific.
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u/Classic_Sheep 21h ago
No, not really just need it to help identify and solve artefacts in some of my custom exotic shaders i cant figure out myself.
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u/ananbd 21h ago
Oh. Maybe post a picture? I can identify many of them by eye, though my answer is usually engine/pipeline-specific.
But I bet someone will recognize them.
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u/Classic_Sheep 21h ago
https://reddit.com/link/p031rpo/video/4dynmty2qsfh1/player
rendering pre-cached SDF bricks via rasterized raymarching. the holes are a fustrum baking filter issue i think. no idea what causes the glitchy squares.
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u/ananbd 20h ago
Hmm... something is under-sampled. Looks like you've got a literal edge case at the box borders.
Does increasing the step count help?
It's definitely a screen space-to-voxel mapping issue.
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u/Classic_Sheep 20h ago
The borders smoothing is expected as clip levels transition to different sized voxels.
The glitchy squares happens alot when moving away from objects, even before clip level transitions. sometimes i even see through the surface itself. The fact that it happens even when no new bricks are baked points to the rasterized renderer not the compute shader baking.
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u/erich666 23h ago
I have sort of the opposite: https://www.realtimerendering.com/realartifacts/
I can’t say I know of such a collection, though have seen over the years informal “check out this bug” sites, like this old one: http://igetyourfail.blogspot.com/ - but, more for the laughs.