Anti-Ghosting with Temporal Anti-Aliasing
http://stevekarolewics.com/articles/anti-ghosting-taa.html [stevekarolewics.com]
2019-04-07 16:53
We decided on TAA for The Grand Tour Game because it tends to produce a softer, more photorealistic image in both static and moving scenes. FXAA (Fast Approximate Anti-Aliasing) and SMAA (Subpixel Morphological Anti-Aliasing) work well for static scenes, but still produce artifacts for moving scenes. Lumberyard’s deferred lighting pipeline does not support MSAA (Multisample Anti-Aliasing). Like MSAA, TAA uses multiple samples per pixel to provide anti-aliasing. The difference is that with temporal anti-aliasing, the samples are spread across multiple frames. It uses a frame history buffer and a per-pixel velocity buffer to reproject each pixel to gather the additional sample. For each pixel, we use the per-pixel velocity as an offset, as well as the previous frame’s view projection matrix, to determine where to query the frame history buffer. Modifying the camera’s projection matrix with a sub-pixel jitter each frame allows us to produce anti-aliased results even in scenes where there is no camera motion. With fast rotation or linear motion, the history pixel (the sample retrieved from the frame history buffer after pixel reprojection) may correspond to a location with vastly different lighting conditions or to an entirely separate object. This history mismatch, if unaddressed, causes severe ghosting, as shown below.
source: L