Implement TAAEffect
Description
Implement a TAAEffect.
References:
- https://sugulee.wordpress.com/2021/06/21/temporal-anti-aliasingtaa-tutorial/
- https://alextardif.com/TAA.html
- https://github.com/0beqz/realism-effects/tree/main/src/taa
- https://diharaw.github.io/post/adventures_in_hybrid_rendering/
- https://github.com/playdeadgames/temporal/blob/master/Assets/Scripts/FrustumJitter.cs
Tasks
- [ ] Create
TAAEffect. - [ ] Create
taademo. - [ ] Add unit test.
Implementation Details
- Should be done after
GBuffer.VELOCITYis implemented. - Use G-Buffer components (depth, velocity).
- Implement jittering via ShaderLib manipulation.
It's a pity that TAAEffect, such a powerful anti-aliasing feature, has been abandoned
@459584547 from my point-of-view, such comments are not acceptable. It's open source world, you need a feature you can either implement it, sponsor the repo owner, or anyone willing to tackle the challenge.
Here is the additional original comment you deleted, that the repo owner did receive in their inbox. Please watch your behavior.
Hi,When will the TAAEffect feature be implemented? We urgently need this anti-aliasing function,
Such comments are not acceptable. It's open source world, you need a feature you can either implement it, sponsor the repo owner, or anyone willing to tackle the challenge.
Here is the additional original comment you deleted, that the repo owner did receive in their inbox. Please watch your behavior.
Hi,When will the TAAEffect feature be implemented? We urgently need this anti-aliasing function,
How do we need to sponsor you in order for you to accept this challenge
It's all good, but yeah, just to clarify: this project is developed by volunteers in their spare time.
Please do not consider sponsoring with the expectation that a certain feature will be implemented. Only do so if you feel like it.
And regarding TAA: I'm personally more inclined to implement SMAA T2x first. After that, it'll be easier to decide whether TAA is even necessary. For further reading: https://www.reddit.com/r/FuckTAA/
Oh, and I am currently working on velocity rendering, among other architectural things, which is required for these temporal effects.
PS this discussion reminds me I never PR'ed that Screen-Space Normals from Depth Effect I built based on wickedengine, atyuwen and iquilez. I'm not sure what's the best way to do it, just did a quick PR here https://github.com/pmndrs/postprocessing/pull/722 ! Also integrates Matcap and Sobel effects.
Not sure it fits the v7 framework but should be a good starting point if you'd like to give me some pointers @vanruesc !