Death Stranding - Odradek Terrain Scanner - UE4 case study

Update,

you can see outlines get sharper/thicker at the end of the gif. This is due to TAA running when I stop moving the material parameter. Once I implement this in BP, this shouldn’t happen.

Now the sobel/edge detection is better. Again it’s not perfect, I had to tweak and cheat a bit to get this result, but I’m getting closer to what the game actually does with it’s depth-buffer.
So it’s actually a double-sobel:
first pass, classic sobel


second pass, modified depth with interval

Both buffers are maxed together.
The interval line is done by testing the edge-detection with a modified depth-buffer that is kind of “discretized”, like this:

Here you can see the comparison with right pixel, I just do this for every for pixels (right, left, top, bottom).
By doing that, I’m doing an edge-detection with the fractional repeating part of the depth, hence this repeating edge effect.

Result is this:

Next steps: find a better way to get this “repeating line” pattern, if possible. I’m getting close but you can clearly see it’s not good yet.

  • Main problems are the little artifacts between the lines (mostly on ground grass). This is because the sobel is done in a certain “zone” instead of being just a pure, single repeating line.
  • And the general outline for objects against the sky (you can see this clearly on the main effect gif. On the top-right corner, the tree leaves are not outlined correctly with the background sky. This is due to the scanning mask lacking a “one-pixel dilation” to take sobel correctly within it).
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