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Validity TAA offset for MSAA #24

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lortael opened this issue Dec 6, 2024 · 0 comments
Open

Validity TAA offset for MSAA #24

lortael opened this issue Dec 6, 2024 · 0 comments

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@lortael
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lortael commented Dec 6, 2024

Hi, in the TAA pass (https://github.com/NVIDIAGameWorks/donut/blob/main/src/render/TemporalAntiAliasingPass.cpp), the jittering offsets used with MSAA jittering are the following:

const float2 offsets[] = {
                float2(0.0625f, -0.1875f), float2(-0.0625f, 0.1875f), float2(0.3125f, 0.0625f), float2(-0.1875f, -0.3125f),
                float2(-0.3125f, 0.3125f), float2(-0.4375f, 0.0625f), float2(0.1875f, 0.4375f), float2(0.4375f, -0.4375f)
            };

The sum of the Y component equals 0.125. Won't this not being 0 leads to an image slightly shifted along the Y axis ?

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