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Support for dithering using interleaved gradient noise #6166

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merged 1 commit into from
Mar 15, 2024

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mvaligursky
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@mvaligursky mvaligursky commented Mar 15, 2024

A new type of noise, implemented without a texture lookup by directly generating the noise in the shader.

Comparison of noise patterns:
Screenshot 2024-03-15 at 11 43 49

It's a noise that's supposed to work well with TAA, as it's based on a 3x3 grid, which is what TAA typically uses for rejection. Details: https://blog.demofox.org/2022/01/01/interleaved-gradient-noise-a-different-kind-of-low-discrepancy-sequence/

Adjusted the Dithered Transparency example to support this noise and also TAA for testing.

@mvaligursky mvaligursky self-assigned this Mar 15, 2024
@mvaligursky mvaligursky added area: graphics Graphics related issue enhancement labels Mar 15, 2024
@mvaligursky mvaligursky requested a review from a team March 15, 2024 11:47
@slimbuck
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nice!

@slimbuck
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do you have any comparison screenshots old vs new?

@mvaligursky
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do you have any comparison screenshots old vs new?

Not really, it looks about the same :(

@mvaligursky mvaligursky merged commit 6e1df0d into main Mar 15, 2024
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@mvaligursky mvaligursky deleted the mv-ign-noise branch March 15, 2024 12:16
@mvaligursky
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Or to be more specific:

  • for static camera, both blue noise and IGN do great job, and TAA resolves both to almost pattern-free transparency (depending on the transparency level)
  • but for moving camera, both noise types smudge the transparency about the same .. no major improvement from IGN at the moment - this is where I hoped to get an improvement, as that's where the 3x3 pixel rejection takes place.

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2 participants