TAA
- talk
- implementation
- https://github.com/playdeadgames/temporal
- https://github.com/h3r2tic/rtoy-samples/blob/master/assets/shaders/taa.glsl
- https://github.com/Unity-Technologies/Graphics/blob/master/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/TemporalAntialiasing.hlsl
- https://github.com/TheRealMJP/MSAAFilter/blob/master/MSAAFilter/Resolve.hlsl
- https://github.com/turanszkij/WickedEngine/blob/master/WickedEngine/shaders/temporalaaCS.hlsl
- https://gist.github.com/Erkaman/f24ef6bd7499be363e6c99d116d8734d
- https://github.com/GameTechDev/TAA/blob/main/MiniEngine/Core/Shaders/TAAResolve.hlsl
- https://github.com/PanosK92/SpartanEngine/blob/master/Data/shaders/temporal_antialiasing.hlsl
- https://github.com/NVIDIA/Q2RTX/blob/master/src/refresh/vkpt/shader/asvgf_taau.comp
- https://ziyadbarakat.wordpress.com/2020/07/28/temporal-anti-aliasing-step-by-step/
jitter 的 作用
增加样本的多样性。
- TAA中每一帧在一个pixel内采用不同的采样点
- ray marching 或者 tracing的时候每次trace对起点做一定的扰动
SIGGRAPH 2021 course 之 对马岛
Lighting, Atmosphere, and Tonemapping
https://advances.realtimerendering.com/s2021/jpatry_advances2021/index.html
能看到对于现有系统和实现的不断优化和改进。
一个疑惑
怎么样知道能量是否守恒 ?