pmndrs / pmndrs/postprocessing
Implement TAAEffect
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- Dominant language
- JavaScript
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- Forks
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- Merged PRs (30d)
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Description
Description
Implement a TAAEffect.
References:
- https://sugulee.wordpress.com/2021/06/21/temporal-anti-aliasingtaa-tutorial/
- https://alextardif.com/TAA.html
- https://github.com/0beqz/realism-effects/tree/main/src/taa
- https://diharaw.github.io/post/adventures_in_hybrid_rendering/
- https://github.com/playdeadgames/temporal/blob/master/Assets/Scripts/FrustumJitter.cs
Tasks
- Create
TAAEffect. - Create
taademo. - Add unit test.
Implementation Details
- Should be done after
GBuffer.VELOCITYis implemented. - Use G-Buffer components (depth, velocity).
- Implement jittering via ShaderLib manipulation.
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Read the linked TAA references first, then inspect the planned GBuffer.VELOCITY support and ShaderLib manipulation points. Done means creating TAAEffect with depth and velocity support, adding the taa demo, and adding a unit test after GBuffer.VELOCITY is implemented.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- javascript, three.js
- Domain
- computer-graphics
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 30/100