[Bf-viewport] Temporal anti-aliasing for Eevee

Corey Richardson corey at octayn.net
Fri Jun 9 10:26:36 CEST 2017


btw,  I'm cmr in IRC, timezone UTC-4:00.

On Fri, Jun 9, 2017, at 00:41, Corey Richardson wrote:
> Hi Clément ,
> 
> Sounds great! I can definitely start with FXAA. Where should this code go?
> I guess maybe an effect in eevee? It's not (or shouldn't be) eevee-specific
> at all, but I don't see what outside the engines or modes can add another
> pass. It'd be nice if eg the manipulators were antialiased.
> 
> On Thu, Jun 8, 2017, at 19:07, Clément FOUCAULT wrote:
> > Hello Corey,
> > 
> > Your contribution would be very helpful since I'm quite new to Temporal
> > Anti-Aliasing.
> > The AA listed in the planning is the TAA because I don't see how we could
> > implement anything else (except from Super Sampling) that works for shading
> > and other post processing (edge highlight).
> > 
> > My implementation idea was to have a Temporal Super Sampling (jittering the
> > camera matrix) and using an accumulation buffer to progressively refine the
> > whole viewport (so we are talking about the final frame all engines
> > composited). And this only if scene is static (nothing moves). I'm
> > restricting the context of application of this fullscreen TAA because we
> > can't rely on depth buffer information at this point of the pipeline.
> > 
> > But for Eevee, a nice Temporal reprojection should be used because the
> > depth buffer makes more sense in this context.
> > 
> > > 1. Would this contribution be welcome at this point?
> > I'm pretty positive we have everything you need for you to start working on
> > this. And I think there will be much conflict. So yeah get on board!
> > 
> > > 2. Are you sure you want to use TAA as it appears in UE4?
> > Again I'm not well aware of the key difference (I read both presentation
> > several times but still), Jimenez approach seems to leverage the power of
> > compute shader (not in GL 3.3) and it seems quite difficult to implement
> > without them. UE4 seems a bit simpler. Still we can reserve this
> > implementation to hardware that supports it.
> > 
> > I think we should have a basic technique like FXAA or something around
> > those line before trying TAA.
> > 
> > I'm hypersomniac on IRC if you want to get in touch!
> > 
> > Regards,
> > Clément
> > 
> > 2017-06-08 12:52 GMT+02:00 Dalai Felinto <dfelinto at gmail.com>:
> > 
> > > Hi Corey,
> > >
> > > We have anti-alias planned as part of the Siggraph demo/deadline.
> > > Which may need to be addressed before TAA.
> > > Clément Foucault will be better equipped to address this and the
> > > specifics of your email and should get back to you shortly.
> > >
> > > That said, your contribution will be most welcome, definitively.
> > >
> > > You can also find other tasks in the more recent roadmap we have for Eevee:
> > > https://wiki.blender.org/index.php/Dev:2.8/Source/Viewport/Eevee/Roadmap-
> > > MayAugust-2017
> > >
> > > Regards,
> > > Dalai
> > > --
> > > blendernetwork.org/dalai-felinto
> > > www.dalaifelinto.com
> > >
> > >
> > > 2017-06-08 1:52 GMT+02:00 Corey Richardson <corey at octayn.net>:
> > > > Greetings,
> > > >
> > > > I'm interested in working on TAA for eevee. I see it's on the wiki page
> > > as
> > > > "if we have time". I have a few questions:
> > > >
> > > > 1. Would this contribution be welcome at this point?
> > > >
> > > > I have a vague sketch of an idea of how to implement it, based on mostly
> > > > [Karis2014], but also some other minor slide decks, but still some
> > > thinking
> > > > and looking at the draw engine code.
> > > >
> > > > 2. Are you sure you want to use TAA as it appears in UE4?
> > > >
> > > > "Filmic SMAA" [Jimenez2016] also looks really promising to me, and uses
> > > > some of the same techniques. The big open question with it is the
> > > feasibility of
> > > > implementing it with GL 3.3.
> > > >
> > > > Let me know what you think!
> > > >
> > > > [Karis2014] - http://advances.realtimerendering.com/s2014/
> > > epic/TemporalAA.pptx
> > > > [Jimenez2016] - https://research.activision.
> > > com/t5/Research-Papers/Filmic-SMAA-Sharp-Morphological-and-
> > > Temporal-Antialiasing/ba-p/10012720
> > > >
> > > > --
> > > > cmr
> > > > http://octayn.net/
> > > > +16038524272
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> 
> -- 
> cmr
> http://octayn.net/
> +16038524272
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http://octayn.net/
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