Infinisearch
Veteran
I think this is the paper for the area light presentation - https://eheitzresearch.wordpress.com/415-2/
I am surprised how simple their implementation is:Confirmation TAA in UC4 is combined with sharpen filter and with all system cost probably less than 2ms on PS4... No cost is given for motion vector.
Motions vectors are also required for motion blur. 30 fps game absolutely needs motion blur, so this cannot be counted as an extra TAA cost. TAA motion vectors however need some extra precision (13+12 bits is enough for 1080p).No cost is given for motion vector.
MSAA for coverage + fixed sample rate shading is very promising. No need to branch and load balance work. 2 shaded samples per pixel with more precise coverage reconstruction seems to be close to the sweet spot. Techniques like this work very well with deferred texturing. See here: https://forum.beyond3d.com/threads/modern-textureless-deferred-rendering-techniques.57611/.Epic's work on bringing Agregate buffers to UE4 is very interesting and even a bit ambitious. I think that kind of aproach will become very popular eventually.
ND's solutions for U4 are very ad-hoc, more so than I expected, and I did expect it already.I am surprised how simple their implementation is:
- Simple bilinear fetch from last frame buffer. No advection filter of any kind, for example bicubic or BFECC. Advection filter would reduce some blurriness from the reprojection.
- Simple box nbhood clamp instead of box-ray clipping. Clipping reduces blockiness of failed reprojection (caused by 3x3 neighborhood clamp).
- Artist authored (manual) stencil bit instead of some heuristic (depth, motion vector difference, etc) to reduce ghosting.
Motions vectors are also required for motion blur. 30 fps game absolutely needs motion blur, so this cannot be counted as an extra TAA cost. TAA motion vectors however need some extra precision (13+12 bits is enough for 1080p).
MSAA for coverage + fixed sample rate shading is very promising. No need to branch and load balance work. 2 shaded samples per pixel with more precise coverage reconstruction seems to be close to the sweet spot. Techniques like this work very well with deferred texturing. See here: https://forum.beyond3d.com/threads/modern-textureless-deferred-rendering-techniques.57611/.
Good stuff. Tile classification is the way to go if you are deferred rendering and need lots of material / lighting variety.http://advances.realtimerendering.com/s2016/s16_ramy_final.pptx
Deffered lightning on UC4 presentation
Contrary to what the video may suggest this technique was not used in COD:AW.http://c0de517e.blogspot.fr/2016/08/activision-siggraph-2016.html?m=1
Blog post about all Activision SIGGRAPH 2016 presentations
Very I threshing. I hope all presentation slide will be available soon.
If someone is still using bilinear interpolation for sampling history (like Uncharted 4 does), please check the video on slide 93. Bicubic is much less blurry than bilinear. It's a no-brainer really, especially with the 5 bilinear sample optimized bicubic implementation.http://advances.realtimerendering.com/s2016/Filmic SMAA v7.pptx
Filmic SMAA presentation
I think this is the paper for the area light presentation - https://eheitzresearch.wordpress.com/415-2/
If someone is still using bilinear interpolation for sampling history (like Uncharted 4 does), please check the video on slide 93. Bicubic is much less blurry than bilinear. It's a no-brainer really, especially with the 5 bilinear sample optimized bicubic implementation.
You chose the best bicubic coefficients for this specific use case (B=0 C=1/2, also known as Catmull-Rom).Or even better if it were supported in hardware.