Stable SSAO in Battlefield 3 with Selective Temporal Filtering
SSAO
- use depth buffer as approx. of the opaque
- depth buffer as a heightfield, approx. ray-tracing
- improved Nvidia SDK 11 DX 11 demo
issue - flicking
Workaround
- full-resolution SSAO or dual/resolution SSAO
- but more than doubled the cost of SSAO, soame flick remain
- Bright SSAO ... but want to keep full-strength
Temporal filtering
- ghosting artifact due to disocclusion
trailing artifact on static object receiving AO from Dynamic objects
Observations
- temporal filter off
- temporal filter on
Selective temporal filtering
Two half-pass
Final pipeline with selective temporal filtering(STF)
History buffer
- additional GPU memory required
- for multiple GPU
Blur on HBAO
opt: adaptive sampling
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