Reimplement Temporal AA with less ghosting and better quality

This commit is contained in:
Wojtek Figat
2021-07-19 14:02:46 +02:00
parent 36f6463028
commit fc31565f12
7 changed files with 153 additions and 32 deletions

BIN
Content/Shaders/TAA.flax (Stored with Git LFS)

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@@ -31,8 +31,15 @@ void RenderView::Prepare(RenderContext& renderContext)
taaJitter = Vector2(jitterX * 2.0f / width, jitterY * 2.0f / height);
// Modify projection matrix
Projection.Values[2][0] += taaJitter.X;
Projection.Values[2][1] += taaJitter.Y;
if (IsOrthographicProjection())
{
// TODO: jitter otho matrix in a proper way
}
else
{
Projection.Values[2][0] += taaJitter.X;
Projection.Values[2][1] += taaJitter.Y;
}
// Update matrices
Matrix::Invert(Projection, IP);

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@@ -202,7 +202,6 @@ public:
/// <summary>
/// Determines whether view is perspective projection or orthographic.
/// </summary>
/// <returns>True if view is perspective, otherwise false if view is orthographic.</returns>
FORCE_INLINE bool IsPerspectiveProjection() const
{
return Projection.M44 < 1.0f;
@@ -211,7 +210,6 @@ public:
/// <summary>
/// Determines whether view is orthographic projection or perspective.
/// </summary>
/// <returns>True if view is orthographic, otherwise false if view is perspective.</returns>
FORCE_INLINE bool IsOrthographicProjection() const
{
return Projection.M44 >= 1.0f;

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@@ -11,31 +11,47 @@
#include "Engine/Renderer/RenderList.h"
#include "Engine/Engine/Engine.h"
PACK_STRUCT(struct Data
{
Vector2 ScreenSizeInv;
Vector2 JitterInv;
float Sharpness;
float StationaryBlending;
float MotionBlending;
float Dummy0;
});
bool TAA::Init()
{
// Create pipeline state
//_psTAA.CreatePipelineStates();
// Load shader
_shader = Content::LoadAsyncInternal<Shader>(TEXT("Shaders/TAA"));
if (_shader == nullptr)
return true;
#if COMPILE_WITH_DEV_ENV
_shader.Get()->OnReloading.Bind<TAA, &TAA::OnShaderReloading>(this);
#endif
return false;
}
bool TAA::setupResources()
{
// Check shader
if (!_shader->IsLoaded())
return true;
const auto shader = _shader->GetShader();
if (shader->GetCB(0)->GetSize() != sizeof(Data))
{
REPORT_INVALID_SHADER_PASS_CB_SIZE(shader, 0, Data);
return true;
}
const auto shader = _shader->GetShader();
if (!_psTAA)
_psTAA = GPUDevice::Instance->CreatePipelineState();
GPUPipelineState::Description psDesc;
if (!_psTAA->IsValid())
{
psDesc = GPUPipelineState::Description::DefaultFullscreenTriangle;
psDesc.PS = shader->GetPS("PS");
if (_psTAA->Init(psDesc))
return true;
}
return false;
}
@@ -44,8 +60,7 @@ void TAA::Dispose()
// Base
RendererPass::Dispose();
// Cleanup
_psTAA = nullptr;
SAFE_DELETE_GPU_RESOURCE(_psTAA);
_shader = nullptr;
}
@@ -59,7 +74,7 @@ void TAA::Render(RenderContext& renderContext, GPUTexture* input, GPUTextureView
auto context = GPUDevice::Instance->GetMainContext();
// Ensure to have valid data
//if (checkIfSkipPass())
if (checkIfSkipPass())
{
// Resources are missing. Do not perform rendering, just copy source frame.
context->SetRenderTarget(output);
@@ -73,7 +88,7 @@ void TAA::Render(RenderContext& renderContext, GPUTexture* input, GPUTextureView
// Get history buffers
bool resetHistory = renderContext.Task->IsCameraCut;
renderContext.Buffers->LastFrameTemporalAA = Engine::FrameCount;
const auto tempDesc = GPUTextureDescription::New2D((int32)renderContext.View.ScreenSize.X, (int32)renderContext.View.ScreenSize.Y, input->Format());
const auto tempDesc = GPUTextureDescription::New2D(input->Width(), input->Height(), input->Format());
if (renderContext.Buffers->TemporalAA == nullptr)
{
// Missing temporal buffer
@@ -94,14 +109,44 @@ void TAA::Render(RenderContext& renderContext, GPUTexture* input, GPUTextureView
float blendStrength = 1.0f;
if (resetHistory)
{
PROFILE_GPU_CPU("Reset History");
#if 0
context->CopyTexture(inputHistory, 0, 0, 0, 0, input, 0);
#else
context->SetRenderTarget(inputHistory->View());
context->Draw(input);
context->ResetRenderTarget();
#endif
blendStrength = 0.0f;
}
// ...
// Bind input
Data data;
data.ScreenSizeInv.X = renderContext.View.ScreenSize.Z;
data.ScreenSizeInv.Y = renderContext.View.ScreenSize.W;
data.JitterInv.X = renderContext.View.TemporalAAJitter.X / (float)tempDesc.Width;
data.JitterInv.Y = renderContext.View.TemporalAAJitter.Y / (float)tempDesc.Height;
data.Sharpness = settings.TAA_Sharpness;
data.StationaryBlending = settings.TAA_StationaryBlending * blendStrength;
data.MotionBlending = settings.TAA_MotionBlending * blendStrength;
const auto cb = _shader->GetShader()->GetCB(0);
context->UpdateCB(cb, &data);
context->BindCB(0, cb);
context->BindSR(0, input);
context->BindSR(1, inputHistory);
context->BindSR(2, renderContext.Buffers->MotionVectors);
context->BindSR(3, renderContext.Buffers->DepthBuffer);
// Render
context->SetRenderTarget(output);
context->SetState(_psTAA);
context->DrawFullscreenTriangle();
// Update the history
{
RenderTargetPool::Release(inputHistory);
context->ResetRenderTarget();
context->SetRenderTarget(outputHistory->View());
context->Draw(output);
renderContext.Buffers->TemporalAA = outputHistory;
}
}

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@@ -37,7 +37,7 @@ private:
#if COMPILE_WITH_DEV_ENV
void OnShaderReloading(Asset* obj)
{
_psTAA = nullptr;
_psTAA->ReleaseGPU();
invalidateResources();
}
#endif
@@ -49,7 +49,6 @@ public:
{
return TEXT("TAA");
}
bool Init() override;
void Dispose() override;

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@@ -294,13 +294,8 @@ void RenderInner(SceneRenderTask* task, RenderContext& renderContext)
task->CollectPostFxVolumes(renderContext);
renderContext.List->BlendSettings();
auto aaMode = (renderContext.View.Flags & ViewFlags::AntiAliasing) != 0 ? renderContext.List->Settings.AntiAliasing.Mode : AntialiasingMode::None;
if (view.IsOrthographicProjection() && aaMode == AntialiasingMode::TemporalAntialiasing)
aaMode = AntialiasingMode::None; // TODO: support TAA in ortho projection
#if USE_EDITOR
// Disable temporal AA effect in editor without play mode enabled to hide minor artifacts on objects moving and lack of valid motion vectors
if (!Editor::IsPlayMode && aaMode == AntialiasingMode::TemporalAntialiasing)
aaMode = AntialiasingMode::FastApproximateAntialiasing;
#endif
if (aaMode == AntialiasingMode::TemporalAntialiasing && view.IsOrthographicProjection())
aaMode = AntialiasingMode::None; // TODO: support TAA in ortho projection (see RenderView::Prepare to jitter projection matrix better)
renderContext.List->Settings.AntiAliasing.Mode = aaMode;
// Prepare

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@@ -2,9 +2,86 @@
#include "./Flax/Common.hlsl"
META_CB_BEGIN(0, Data)
float2 ScreenSizeInv;
float2 JitterInv;
float Sharpness;
float StationaryBlending;
float MotionBlending;
float Dummy0;
META_CB_END
Texture2D Input : register(t0);
Texture2D InputHistory : register(t1);
Texture2D MotionVectors : register(t2);
Texture2D Depth : register(t3);
// [Pedersen, 2016, "Temporal Reprojection Anti-Aliasing in INSIDE"]
float4 ClipToAABB(float4 color, float4 minimum, float4 maximum)
{
float4 center = (maximum + minimum) * 0.5;
float4 extents = (maximum - minimum) * 0.5;
float4 shift = color - center;
float4 absUnit = abs(shift / max(extents, 0.0001));
float maxUnit = max(max(absUnit.x, absUnit.y), absUnit.z);
return maxUnit > 1.0 ? center + (shift / maxUnit) : color;
}
// Pixel Shader for Temporal Anti-Aliasing
META_PS(true, FEATURE_LEVEL_ES2)
float4 PS(Quad_VS2PS input) : SV_Target0
{
return float4(0, 0, 0, 0);
// Find the closest pixel in 3x3 neighborhood
float bestDepth = 1;
float2 bestUV = float2(0, 0);
float4 neighborhoodMin = 100000;
float4 neighborhoodMax = -10000;
float4 current;
float4 neighborhoodSum = 0;
for (int x = -1; x <= 1; ++x)
{
for (int y = -1; y <= 1; ++y)
{
float2 sampleUV = input.TexCoord + float2(x, y) * ScreenSizeInv;
float4 neighbor = SAMPLE_RT_LINEAR(Input, sampleUV);
neighborhoodMin = min(neighborhoodMin, neighbor);
neighborhoodMax = max(neighborhoodMax, neighbor);
if (x == 0 && y == 0)
current = neighbor;
neighborhoodSum += neighbor;
float depth = SAMPLE_RT(Depth, sampleUV).r;
if (depth < bestDepth)
{
bestDepth = depth;
bestUV = sampleUV;
}
}
}
float2 velocity = SAMPLE_RT_LINEAR(MotionVectors, bestUV).xy;
float velocityLength = length(velocity);
float2 prevUV = input.TexCoord + velocity;
// Apply sharpening
float4 neighborhoodAvg = neighborhoodSum / 9.0;
current += (current - neighborhoodAvg) * Sharpness;
// Sample history by clamp it to the nearby colros range to reduce artifacts
float4 history = SAMPLE_RT_LINEAR(InputHistory, prevUV);
float lumaOffset = abs(Luminance(neighborhoodAvg) - Luminance(current));
float aabbMargin = lerp(4.0, 0.25, saturate(velocityLength * 100.0)) * lumaOffset;
history = ClipToAABB(history, neighborhoodMin - aabbMargin, neighborhoodMax + aabbMargin);
//history = clamp(history, neighborhoodMin, neighborhoodMax);
// Calculate history blending factor
float motion = saturate(velocityLength * 600.0f);
float blendfactor = lerp(StationaryBlending, MotionBlending, motion);
blendfactor = any(abs(prevUV * 2 - 1) >= 1.0f) ? 0.0f : blendfactor;
// Perform linear accumulation of the previous samples with a current one
float4 color = lerp(current, history, blendfactor);
color = clamp(color, 0, HDR_CLAMP_MAX);
return color;
}