-
-
Notifications
You must be signed in to change notification settings - Fork 3.7k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Temporal Antialiasing and Screenspace Ambient Occlusion #7070
Conversation
Co-Authored-By: Robert Swain <302146+superdump@users.noreply.github.com>
Co-Authored-By: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
For the folks who aren't rendering experts, can you edit your PR description to explain what these are, and why they're being implemented together? |
I edited my PR to have a brief description. See the linked issues for further explanations. Let me know if it's not detailed enough, still. |
Now that the prepass has been merged, I'm splitting up this PR and opening it as separate PRs. |
(somewhat outdated screenshot of Sponza SSAO texture - the quality has improved since taking this)
Objective
These two features are being implemented together as TAA greatly increases the quality of SSAO, and I developed them together in parallel, tweaking one or the other. I would split TAA into it's own PR first, but I don't currently have time to do so, and multiple-dependent PRs (depth prepass -> TAA -> SSAO) is tricky (especially when it comes to rebasing), hence why this is a single PR marked as draft.
Remaining Work
Blockers
wgpu
commit5a2e60c50e54330607b6886f9107d9ad699274c0
or newer.Solution
Changelog
Migration Guide
Credits
Huge thanks to robswain, Danciel C, IceSentry, Griffin, cryscan, and others for various help with this PR. Thanks to Intel for XeGTAO, which is a great reference for implementing and optimizing GTAO.