Temporal Antialiasing(也称为Temporal AA或TAA)是一类通过跨多帧收集的数据执行空间抗锯齿的技术。TAA及其变种成为几乎所有视频游戏引擎和实时3D渲染器中抗锯齿解决方案的标准。 1.1算法概述 TAA旨在解决单次采样着色中缺失的子像素细节。理论上,可以通过使用超采样来增加每像素采样率来实现这一目标,但采用蛮力实现通常...
DYNAMIC TEMPORAL ANTIALIASING AND UPSAMPLING in Call of Duty Jorge Jimenez Graphics R&D Technical Director - Activision Blizzard SIGGRAPH Advances in Real-Time Rendering 2017 | Digital Dragons Programming and Technology Track 2018 Advances in Real-Time Rendering, SIGGRAPH 2017 | Programming and Technology...
Temporal Antialiasing (TAA), formally defined as temporally゛mortized supersampling, is the most widely used antialiasing technique in today's real‐time renderers and game engines. This survey provides a systematic overview of this technique. We first review the history of TAA, its development ...
In this student project most of the temporal anti-aliasing (TAA) techniques described in the TAA STAR report by Yang et al. [4] were implemented. The main goal was to write a testing application that allows to experiment with different methods and parameters in varying scenes. The different ...
Use ofSMAAPass(as hardware antialiasing does NOT work with ambient occlusion) is recommended to reduce aliasing. Gamma correction is enabled by default, but it should be disabled if you have a gamma correction pass later in your postprocessing pipeline, to avoid double-correcting your colors: ...
Use ofSMAAPass(as hardware antialiasing does NOT work with ambient occlusion) is recommended to reduce aliasing. Gamma correction is enabled by default, but it should be disabled if you have a gamma correction pass later in your postprocessing pipeline, to avoid double-correcting your colors: ...
Use of SMAAPass (as hardware antialiasing does NOT work with ambient occlusion) is recommended to reduce aliasing. Gamma correction is enabled by default, but it should be disabled if you have a gamma correction pass later in your postprocessing pipeline, to avoid double-correcting your colors:...