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https://github.com/bevyengine/bevy
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53667dea56
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png) # Objective - Implement an alternative antialias technique - TAA scales based off of view resolution, not geometry complexity - TAA filters textures, firefly pixels, and other aliasing not covered by MSAA - TAA additionally will reduce noise / increase quality in future stochastic rendering techniques - Closes https://github.com/bevyengine/bevy/issues/3663 ## Solution - Add a temporal jitter component - Add a motion vector prepass - Add a TemporalAntialias component and plugin - Combine existing MSAA and FXAA examples and add TAA ## Followup Work - Prepass motion vector support for skinned meshes - Move uniforms needed for motion vectors into a separate bind group, instead of using different bind group layouts - Reuse previous frame's GPU view buffer for motion vectors, instead of recomputing - Mip biasing for sharper textures, and or unjitter texture UVs https://github.com/bevyengine/bevy/issues/7323 - Compute shader for better performance - Investigate FSR techniques - Historical depth based disocclusion tests, for geometry disocclusion - Historical luminance/hue based tests, for shading disocclusion - Pixel "locks" to reduce blending rate / revamp history confidence mechanism - Orthographic camera support for TemporalJitter - Figure out COD's 1-tap bicubic filter --- ## Changelog - Added MotionVectorPrepass and TemporalJitter - Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and TemporalAntialiasSettings --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com>
35 lines
1.2 KiB
TOML
35 lines
1.2 KiB
TOML
[package]
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name = "bevy_core_pipeline"
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version = "0.11.0-dev"
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edition = "2021"
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authors = [
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"Bevy Contributors <bevyengine@gmail.com>",
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"Carter Anderson <mcanders1@gmail.com>",
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]
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description = "Provides a core render pipeline for Bevy Engine."
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homepage = "https://bevyengine.org"
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repository = "https://github.com/bevyengine/bevy"
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license = "MIT OR Apache-2.0"
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keywords = ["bevy"]
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[features]
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trace = []
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webgl = []
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tonemapping_luts = []
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[dependencies]
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# bevy
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bevy_app = { path = "../bevy_app", version = "0.11.0-dev" }
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bevy_asset = { path = "../bevy_asset", version = "0.11.0-dev" }
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bevy_core = { path = "../bevy_core", version = "0.11.0-dev" }
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bevy_derive = { path = "../bevy_derive", version = "0.11.0-dev" }
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bevy_ecs = { path = "../bevy_ecs", version = "0.11.0-dev" }
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bevy_reflect = { path = "../bevy_reflect", version = "0.11.0-dev" }
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bevy_render = { path = "../bevy_render", version = "0.11.0-dev" }
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bevy_transform = { path = "../bevy_transform", version = "0.11.0-dev" }
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bevy_math = { path = "../bevy_math", version = "0.11.0-dev" }
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bevy_utils = { path = "../bevy_utils", version = "0.11.0-dev" }
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serde = { version = "1", features = ["derive"] }
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bitflags = "1.2"
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radsort = "0.1"
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