反走样 - TAAPost
一种3D渲染 抗锯齿
实现方案。3D渲染栅格化过程将显示对象按二位数组点阵的形式存储起来,得到的原始图像中物体边缘难免会有锯齿样。TAA
采用的方法为按照一定策略轻微的给相机设置一些偏移值,让物体在栅格化时会因不同的相机偏移值得到略微不同的结果。特别是在边缘的地方更为明显。最终输出到屏幕的颜色采用插值历史帧和当前帧的作为结果,且该结果用于下一次的插值。
ts
// 引擎全局配置设置
Engine3D.setting.render.postProcessing.taa.jitterSeedCount = 8;
Engine3D.setting.render.postProcessing.taa.blendFactor = 0.1;
Engine3D.setting.render.postProcessing.taa.sharpFactor = 0.6;
Engine3D.setting.render.postProcessing.taa.sharpPreBlurFactor = 0.5;
Engine3D.setting.render.postProcessing.taa.temporalJitterScale = 0.6;
//初始化引擎
await Engine3D.init();
// 添加后处理组件
let postProcessing = this.scene.addComponent(PostProcessingComponent);
// 添加TAAPost
let taaPost = postProcessing.addPost(TAAPost);
// 通过 taaPost 对象设置(引擎全局配置和此处基于 taaPost 对象设置,结果是等价的)
taaPost.jitterSeedCount = 8;
taaPost.blendFactor = 0.1;
taaPost.sharpFactor = 0.6;
taaPost.sharpPreBlurFactor = 0.5;
taaPost.temporalJitterScale = 0.6;
// 开始渲染视图
let view = new View3D();
view.scene = this.scene;
view.camera = mainCamera;
Engine3D.startRenderView(view);
Engine3D.setting.render.postProcessing.taa 配置参数。
参数 | 类型 | 描述 |
---|---|---|
jitterSeedCount | number | 抖动相机随机种子采用个数,默认8个。(降低个数可以解决一些抖动太明显的问题,但是锯齿会变得更明显) |
blendFactor | number | 合并历史帧与当前帧的系数,参数越小,当前帧占比越小。 |
sharpFactor | number | 图像锐化系数[0.1,1.9]:系数越小锐化效果越弱抗锯齿效果好,反之锐化越强抗锯齿效果越弱。 |
sharpPreBlurFactor | number | 消图像锐化采样系数缩放系数:锐化时候采样的偏移量缩放。 |
temporalJitterScale | number | 抖动相机随机偏移值的缩放系数[0,1]:系数越小抗锯齿效果变弱,像素抖动也会变弱。 |
ts
import { View3D, DirectLight, Engine3D, PostProcessingComponent, LitMaterial, HoverCameraController, KelvinUtil, MeshRenderer, Object3D, PlaneGeometry, Scene3D, SphereGeometry, CameraUtil, webGPUContext, BoxGeometry, TAAPost, AtmosphericComponent } from '@orillusion/core';
class Sample_TAA {
lightObj: Object3D;
scene: Scene3D;
async run() {
Engine3D.setting.shadow.enable = true;
Engine3D.setting.shadow.shadowSize = 2048;
Engine3D.setting.shadow.shadowBound = 40;
Engine3D.setting.shadow.shadowBias = 0.005;
await Engine3D.init({
canvasConfig: {
devicePixelRatio: 1
}
});
this.scene = new Scene3D();
this.scene.addComponent(AtmosphericComponent).sunY = 0.6;
let mainCamera = CameraUtil.createCamera3DObject(this.scene, 'camera');
mainCamera.perspective(60, webGPUContext.aspect, 1, 5000.0);
let ctrl = mainCamera.object3D.addComponent(HoverCameraController);
ctrl.setCamera(0, -15, 30);
await this.initScene();
let view = new View3D();
view.scene = this.scene;
view.camera = mainCamera;
Engine3D.startRenderView(view);
let postProcessing = this.scene.addComponent(PostProcessingComponent);
postProcessing.addPost(TAAPost);
}
async initScene() {
{
this.lightObj = new Object3D();
this.lightObj.rotationX = 15;
this.lightObj.rotationY = 110;
this.lightObj.rotationZ = 0;
let lc = this.lightObj.addComponent(DirectLight);
lc.lightColor = KelvinUtil.color_temperature_to_rgb(5355);
lc.castShadow = true;
lc.intensity = 4;
this.scene.addChild(this.lightObj);
}
{
let mat = new LitMaterial();
mat.roughness = 1.0;
mat.metallic = 0.0;
let floor = new Object3D();
let mr = floor.addComponent(MeshRenderer);
mr.geometry = new PlaneGeometry(2000, 2000);
mr.material = mat;
this.scene.addChild(floor);
}
this.createPlane(this.scene);
}
private createPlane(scene: Scene3D) {
let mat = new LitMaterial();
mat.roughness = 0.5;
mat.metallic = 0.2;
{
let sphereGeometry = new SphereGeometry(1, 50, 50);
let obj: Object3D = new Object3D();
let mr = obj.addComponent(MeshRenderer);
mr.material = mat;
mr.geometry = sphereGeometry;
obj.x = 10;
obj.y = 2;
scene.addChild(obj);
}
const length = 5;
for (let i = 0; i < length; i++) {
let cubeGeometry = new BoxGeometry(1, 10, 1);
for (let j = 0; j < length; j++) {
let obj: Object3D = new Object3D();
let mr = obj.addComponent(MeshRenderer);
mr.material = mat;
mr.geometry = cubeGeometry;
obj.localScale = obj.localScale;
obj.x = (i - 2.5) * 4;
obj.z = (j - 2.5) * 4;
obj.y = 5;
obj.rotationX = (Math.random() - 0.5) * 90;
obj.rotationY = (Math.random() - 0.5) * 90;
obj.rotationZ = (Math.random() - 0.5) * 90;
scene.addChild(obj);
}
}
}
}
new Sample_TAA().run();