bevy/examples/3d/anti_aliasing.rs
JMS55 53667dea56
Temporal Antialiasing (TAA) (#7291)
![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>
2023-03-27 22:22:40 +00:00

321 lines
8.5 KiB
Rust

//! This example compares MSAA (Multi-Sample Anti-aliasing), FXAA (Fast Approximate Anti-aliasing), and TAA (Temporal Anti-aliasing).
use std::f32::consts::PI;
use bevy::{
core_pipeline::{
experimental::taa::{
TemporalAntiAliasBundle, TemporalAntiAliasPlugin, TemporalAntiAliasSettings,
},
fxaa::{Fxaa, Sensitivity},
},
pbr::CascadeShadowConfigBuilder,
prelude::*,
render::{
render_resource::{Extent3d, SamplerDescriptor, TextureDimension, TextureFormat},
texture::ImageSampler,
},
};
fn main() {
App::new()
.insert_resource(Msaa::Off)
.add_plugins(DefaultPlugins)
.add_plugin(TemporalAntiAliasPlugin)
.add_systems(Startup, setup)
.add_systems(Update, (modify_aa, update_ui))
.run();
}
fn modify_aa(
keys: Res<Input<KeyCode>>,
mut camera: Query<
(
Entity,
Option<&mut Fxaa>,
Option<&TemporalAntiAliasSettings>,
),
With<Camera>,
>,
mut msaa: ResMut<Msaa>,
mut commands: Commands,
) {
let (camera_entity, fxaa, taa) = camera.single_mut();
let mut camera = commands.entity(camera_entity);
// No AA
if keys.just_pressed(KeyCode::Key1) {
*msaa = Msaa::Off;
camera.remove::<Fxaa>();
camera.remove::<TemporalAntiAliasBundle>();
}
// MSAA
if keys.just_pressed(KeyCode::Key2) && *msaa == Msaa::Off {
camera.remove::<Fxaa>();
camera.remove::<TemporalAntiAliasBundle>();
*msaa = Msaa::Sample4;
}
// MSAA Sample Count
if *msaa != Msaa::Off {
if keys.just_pressed(KeyCode::Q) {
*msaa = Msaa::Sample2;
}
if keys.just_pressed(KeyCode::W) {
*msaa = Msaa::Sample4;
}
if keys.just_pressed(KeyCode::E) {
*msaa = Msaa::Sample8;
}
}
// FXAA
if keys.just_pressed(KeyCode::Key3) && fxaa.is_none() {
*msaa = Msaa::Off;
camera.remove::<TemporalAntiAliasBundle>();
camera.insert(Fxaa::default());
}
// FXAA Settings
if let Some(mut fxaa) = fxaa {
if keys.just_pressed(KeyCode::Q) {
fxaa.edge_threshold = Sensitivity::Low;
fxaa.edge_threshold_min = Sensitivity::Low;
}
if keys.just_pressed(KeyCode::W) {
fxaa.edge_threshold = Sensitivity::Medium;
fxaa.edge_threshold_min = Sensitivity::Medium;
}
if keys.just_pressed(KeyCode::E) {
fxaa.edge_threshold = Sensitivity::High;
fxaa.edge_threshold_min = Sensitivity::High;
}
if keys.just_pressed(KeyCode::R) {
fxaa.edge_threshold = Sensitivity::Ultra;
fxaa.edge_threshold_min = Sensitivity::Ultra;
}
if keys.just_pressed(KeyCode::T) {
fxaa.edge_threshold = Sensitivity::Extreme;
fxaa.edge_threshold_min = Sensitivity::Extreme;
}
}
// TAA
if keys.just_pressed(KeyCode::Key4) && taa.is_none() {
*msaa = Msaa::Off;
camera.remove::<Fxaa>();
camera.insert(TemporalAntiAliasBundle::default());
}
}
fn update_ui(
camera: Query<(Option<&Fxaa>, Option<&TemporalAntiAliasSettings>), With<Camera>>,
msaa: Res<Msaa>,
mut ui: Query<&mut Text>,
) {
let (fxaa, taa) = camera.single();
let mut ui = ui.single_mut();
let ui = &mut ui.sections[0].value;
*ui = "Antialias Method\n".to_string();
if *msaa == Msaa::Off && fxaa.is_none() && taa.is_none() {
ui.push_str("(1) *No AA*\n");
} else {
ui.push_str("(1) No AA\n");
}
if *msaa != Msaa::Off {
ui.push_str("(2) *MSAA*\n");
} else {
ui.push_str("(2) MSAA\n");
}
if fxaa.is_some() {
ui.push_str("(3) *FXAA*\n");
} else {
ui.push_str("(3) FXAA\n");
}
if taa.is_some() {
ui.push_str("(4) *TAA*");
} else {
ui.push_str("(4) TAA");
}
if *msaa != Msaa::Off {
ui.push_str("\n\n----------\n\nSample Count\n");
if *msaa == Msaa::Sample2 {
ui.push_str("(Q) *2*\n");
} else {
ui.push_str("(Q) 2\n");
}
if *msaa == Msaa::Sample4 {
ui.push_str("(W) *4*\n");
} else {
ui.push_str("(W) 4\n");
}
if *msaa == Msaa::Sample8 {
ui.push_str("(E) *8*");
} else {
ui.push_str("(E) 8");
}
}
if let Some(fxaa) = fxaa {
ui.push_str("\n\n----------\n\nSensitivity\n");
if fxaa.edge_threshold == Sensitivity::Low {
ui.push_str("(Q) *Low*\n");
} else {
ui.push_str("(Q) Low\n");
}
if fxaa.edge_threshold == Sensitivity::Medium {
ui.push_str("(W) *Medium*\n");
} else {
ui.push_str("(W) Medium\n");
}
if fxaa.edge_threshold == Sensitivity::High {
ui.push_str("(E) *High*\n");
} else {
ui.push_str("(E) High\n");
}
if fxaa.edge_threshold == Sensitivity::Ultra {
ui.push_str("(R) *Ultra*\n");
} else {
ui.push_str("(R) Ultra\n");
}
if fxaa.edge_threshold == Sensitivity::Extreme {
ui.push_str("(T) *Extreme*");
} else {
ui.push_str("(T) Extreme");
}
}
}
/// Set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut images: ResMut<Assets<Image>>,
asset_server: Res<AssetServer>,
) {
// Plane
commands.spawn(PbrBundle {
mesh: meshes.add(shape::Plane::from_size(5.0).into()),
material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
..default()
});
let cube_material = materials.add(StandardMaterial {
base_color_texture: Some(images.add(uv_debug_texture())),
..default()
});
// Cubes
for i in 0..5 {
commands.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 0.25 })),
material: cube_material.clone(),
transform: Transform::from_xyz(i as f32 * 0.25 - 1.0, 0.125, -i as f32 * 0.5),
..default()
});
}
// Flight Helmet
commands.spawn(SceneBundle {
scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"),
..default()
});
// Light
commands.spawn(DirectionalLightBundle {
directional_light: DirectionalLight {
shadows_enabled: true,
..default()
},
transform: Transform::from_rotation(Quat::from_euler(
EulerRot::ZYX,
0.0,
PI * -0.15,
PI * -0.15,
)),
cascade_shadow_config: CascadeShadowConfigBuilder {
maximum_distance: 3.0,
first_cascade_far_bound: 0.9,
..default()
}
.into(),
..default()
});
// Camera
commands.spawn(Camera3dBundle {
camera: Camera {
hdr: true,
..default()
},
transform: Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
..default()
});
// UI
commands.spawn(
TextBundle::from_section(
"",
TextStyle {
font: asset_server.load("fonts/FiraMono-Medium.ttf"),
font_size: 20.0,
color: Color::BLACK,
},
)
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
}),
);
}
/// Creates a colorful test pattern
fn uv_debug_texture() -> Image {
const TEXTURE_SIZE: usize = 8;
let mut palette: [u8; 32] = [
255, 102, 159, 255, 255, 159, 102, 255, 236, 255, 102, 255, 121, 255, 102, 255, 102, 255,
198, 255, 102, 198, 255, 255, 121, 102, 255, 255, 236, 102, 255, 255,
];
let mut texture_data = [0; TEXTURE_SIZE * TEXTURE_SIZE * 4];
for y in 0..TEXTURE_SIZE {
let offset = TEXTURE_SIZE * y * 4;
texture_data[offset..(offset + TEXTURE_SIZE * 4)].copy_from_slice(&palette);
palette.rotate_right(4);
}
let mut img = Image::new_fill(
Extent3d {
width: TEXTURE_SIZE as u32,
height: TEXTURE_SIZE as u32,
depth_or_array_layers: 1,
},
TextureDimension::D2,
&texture_data,
TextureFormat::Rgba8UnormSrgb,
);
img.sampler_descriptor = ImageSampler::Descriptor(SamplerDescriptor::default());
img
}