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Smaller TAA fixes #10200

Merged
merged 9 commits into from
Oct 27, 2023
Merged

Smaller TAA fixes #10200

merged 9 commits into from
Oct 27, 2023

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JMS55
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@JMS55 JMS55 commented Oct 20, 2023

Extracted the easy stuff from #8974 .

Problem

  1. Commands from update_previous_view_projections would crash when matching entities were despawned.
  2. TaaPipelineId and draw_3d_graph module were not public.
  3. When the motion vectors pointed to pixels that are now off screen, a smearing artifact could occur.

Solution

  1. Use try_insert command instead.
  2. Make them public, renaming to TemporalAntiAliasPipelineId.
  3. Check for this case, and ignore history for pixels that are off-screen.

@JMS55 JMS55 added this to the 0.12 milestone Oct 20, 2023
@JMS55 JMS55 added C-Bug An unexpected or incorrect behavior A-Rendering Drawing game state to the screen labels Oct 20, 2023
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@alice-i-cecile alice-i-cecile left a comment

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Commit one: strongly in favor of.

Commit two: not clear on the motivation of this.

Commit three: a before/after screenshot would be really helpful.

@Diddykonga
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Nitpick, but enlarging of names should be discouraged unless it is an new/bespoke concept or term, where as TAA is an industry standard and can be found with a simple google search if someone doesn't know what it stands for.

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LGTM!

If we do end up renaming things, do we also need a migration guide section? Or does this not apply because of experimental?

@alice-i-cecile
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If we do end up renaming things, do we also need a migration guide section? Or does this not apply because of experimental?

The only renames are currently internal, so it's not a breaking change :)

@DGriffin91
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I won't have time to test this later this week so I'm testing it now given that it already has an approval and is on the milestone.

This PR does not fix the edge smearing issue:
taa_screenshot-0

@JMS55
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JMS55 commented Oct 24, 2023

@DGriffin91 thanks for the test! Should be fixed now. The approach I was using before doesn't work with the way TAA is currently setup, so when I pulled it out of the larger changes it wasn't working.

@rparrett
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Tested with the example from #10200 and the obvious edge blurring is no longer present. Can't really comment beyond that.

@alice-i-cecile alice-i-cecile added the S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it label Oct 27, 2023
@alice-i-cecile alice-i-cecile added this pull request to the merge queue Oct 27, 2023
Merged via the queue into bevyengine:main with commit b208388 Oct 27, 2023
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ameknite pushed a commit to ameknite/bevy that referenced this pull request Nov 6, 2023
Extracted the easy stuff from bevyengine#8974 .

# Problem
1. Commands from `update_previous_view_projections` would crash when
matching entities were despawned.
2. `TaaPipelineId` and `draw_3d_graph` module were not public.
3. When the motion vectors pointed to pixels that are now off screen, a
smearing artifact could occur.

# Solution
1. Use `try_insert` command instead.
2. Make them public, renaming to `TemporalAntiAliasPipelineId`.
3. Check for this case, and ignore history for pixels that are
off-screen.
rdrpenguin04 pushed a commit to rdrpenguin04/bevy that referenced this pull request Jan 9, 2024
Extracted the easy stuff from bevyengine#8974 .

# Problem
1. Commands from `update_previous_view_projections` would crash when
matching entities were despawned.
2. `TaaPipelineId` and `draw_3d_graph` module were not public.
3. When the motion vectors pointed to pixels that are now off screen, a
smearing artifact could occur.

# Solution
1. Use `try_insert` command instead.
2. Make them public, renaming to `TemporalAntiAliasPipelineId`.
3. Check for this case, and ignore history for pixels that are
off-screen.
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A-Rendering Drawing game state to the screen C-Bug An unexpected or incorrect behavior S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it
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7 participants