Double Studio2 PMREM resolution
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4 changed files with 3 additions and 2 deletions
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@ -45,7 +45,7 @@ static const float BODY_GRID_CLEARANCE_RADIUS_SCALE = 2.0;
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static const float PI = 3.14159265359;
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static const float GRID_HEIGHT_TEXEL_COUNT = 128.0;
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static const int BODY_LIGHT_COUNT = 8;
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static const float STUDIO_PMREM_MAX_LOD = 8.0;
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static const float STUDIO_PMREM_MAX_LOD = 9.0;
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static const float STUDIO_PMREM_SPECULAR_INTENSITY = 0.34;
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static const float GRID_FLAT_REFLECTION_MAX_LOD = 3.0;
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static const float BACKGROUND_PMREM_LOD = 3.0;
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@ -12,3 +12,4 @@
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{"timestamp":"2026-05-11T07:14:00+01:00","topic":"grid-brush-cpu-mirror","lesson":"Self's Grid gravity bowl now uses a 17-world-unit radius and an Aetheria-style radial cosine wave. The brush equation is mirrored across D3D12Grid, CPU body-light placement, D3D12Scene body centers, and D3D12Post temporal reprojection; body centers sit at Grid height plus 2x radius.","files":["src/Aquarium.Engine/Render/D3D12Renderer.cs","src/Aquarium.Engine/Render/Shaders/D3D12Grid.hlsl","src/Aquarium.Engine/Render/Shaders/D3D12Scene.hlsl","src/Aquarium.Engine/Render/Shaders/D3D12Post.hlsl","state/map.yaml","state/memory.json"],"source":"E:\\Projects\\Aetheria-Economy\\Assets\\Shaders\\Brushes\\RadialWaveBrush.shader"}
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{"timestamp":"2026-05-11T07:22:00+01:00","topic":"grid-flatness-roughness","lesson":"Grid reflection roughness is now slope-driven: flat regions sample higher Studio2 PMREM mips to avoid an over-literal HDRI mirror, while sloped or waved regions sharpen toward mip 0.","files":["src/Aquarium.Engine/Render/Shaders/D3D12Scene.hlsl","state/memory.json"]}
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{"timestamp":"2026-05-11T07:28:00+01:00","topic":"pmrem-background-mip","lesson":"Flat Grid reflection now tops out at Studio2 PMREM mip 3, and ray misses use Studio2 PMREM mip 3 as the soft background so the reflective Grid is not contrasted against black void. Low-resolution mip texels are hidden with a small multi-direction cone average rather than one magnified TextureCube sample.","files":["src/Aquarium.Engine/Render/Shaders/D3D12Scene.hlsl","state/memory.json"]}
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{"timestamp":"2026-05-11T07:36:00+01:00","topic":"studio2-pmrem-resolution","lesson":"Studio2 PMREM was rebaked at 512px per cubemap face with 10 mips, so mip 3 is 64px per face instead of 32px. Shader roughness LOD max moved to 9 to match the chain.","files":["src/Aquarium.Engine/Assets/Textures/studio2_pmrem.dds","src/Aquarium.Engine/Render/Shaders/D3D12Scene.hlsl","state/memory.json"],"source":"E:\\Projects\\Aetheria-Economy\\Assets\\Textures\\studio2.hdr"}
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@ -34,7 +34,7 @@
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"Heavy/specialized SDF evaluators should not live inside generic packed-id helpers when those helpers are called repeatedly; avoid shader compiler path cloning.",
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"Lighting is diegetic. Self is the initial emitter; later other Selves should emit through an explicit body light lane, not generic field instances or ambient convenience fill.",
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"Keep bundled blue-noise texture assets available for future dithering/noise work even when no current pass samples them.",
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"Specular IBL uses the Studio2 PMREM cubemap: bake HDR latlong radiance into roughness-indexed cubemap mips, load it as a D3D12 TextureCube, and sample it by reflection direction plus roughness LOD. Convert Aquarium's Z-up world directions to cubemap Y-up directions before sampling: (x, z, y). Grid mirror reflection samples mip 0 directly; body material reflections use roughness LOD. Keep this as material reflection response, not a replacement for diegetic body light authority.",
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"Specular IBL uses the Studio2 PMREM cubemap baked at 512px per face: bake HDR latlong radiance into roughness-indexed cubemap mips, load it as a D3D12 TextureCube, and sample it by reflection direction plus roughness LOD. Convert Aquarium's Z-up world directions to cubemap Y-up directions before sampling: (x, z, y). Grid mirror reflection samples mip 0 directly; body material reflections use roughness LOD. Keep this as material reflection response, not a replacement for diegetic body light authority.",
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"HDR/PBR presentation follows research/rendering/hdr-pbr-presentation.md: scene-linear lighting, explicit exposure, pre-tonemap bloom/veil, then display transform.",
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"Current temporal diagnostics are for inspection. With projection jitter disabled, final presentation should not blindly trust temporal color history until a real temporal contract earns authority."
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],
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