Olivier Prat
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c6d598cc88
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Jitter is now set through a batch command
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2018-04-20 10:52:50 +02:00 |
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Olivier Prat
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6ec9378739
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Used unjittered projection matrix for a sharper and more stable TAA
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2018-04-17 15:13:03 +02:00 |
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Olivier Prat
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08146a7618
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Used previous projection matrix to limit overblur
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2018-04-17 11:28:59 +02:00 |
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Olivier Prat
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4636f43728
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Simplified camera view history and TAA is now working in all circumstances.
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2018-02-23 10:19:05 +01:00 |
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Olivier Prat
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b7b478f640
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Using proper inverse projection matrix in velocity buffer computation to reproject to world pos
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2018-01-25 17:33:18 +01:00 |
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Olivier Prat
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92e1fe8e5c
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Removed jitter samples from shader and added name to batches in DEBUG mode to ease render debug
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2017-12-08 18:02:27 +01:00 |
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samcake
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2f0eee5e4a
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introducing the Velocity buffer pass generation
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2017-08-15 18:11:23 -07:00 |
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Sam Gateau
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93963b3257
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Apply the projection and deferred transform fixes found while working on spectator camera
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2017-06-28 15:44:17 +02:00 |
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samcake
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63fe579022
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simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
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samcake
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d128af48db
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Fix the curvature issue in stereo by evaluating in the mono clip space, not stereo. INtegrate the scattering in simple ambient without IBL
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2016-06-28 13:47:55 -07:00 |
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samcake
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75a5f6bd89
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Intoducing the bluring as a separate Job reusable and the first version of curvature
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2016-06-07 18:13:40 -07:00 |
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samcake
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0ea1e7c6b5
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Adding acleaner way to do all the deferred frame transform manipulation
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2016-06-03 19:29:48 -07:00 |
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