Upsample

栏目: 后端 · 发布时间: 5年前

内容简介:有两种策略Prior to Unreal Engine 4 (UE4) version 4.19, you only had to change the screen percentage, but it has now been split into two types of scaling during the rendering pipeline: Primary and Secondary Spatial Upscaling.整体缩小比例渲染,在绘制UI之前upscale,,一般混在最后一个后期pa

Unreal升采样策略

有两种策略

Prior to Unreal Engine 4 (UE4) version 4.19, you only had to change the screen percentage, but it has now been split into two types of scaling during the rendering pipeline: Primary and Secondary Spatial Upscaling.

  • Primary Spatial Upscaling is the same screen percentage that has been used previously. It is based on the idea of rendering a frame at a lower resolution and then upscaling it before the user interface (UI) is drawn.

  • Secondary Spatial Upscaling does a second and final spatial upscale pass, independently of the Primary upscaling pass.

Primary Spatial Upscaling

整体缩小比例渲染,在绘制UI之前upscale,,一般混在最后一个后期pass里一起做

Upsample

The tonemapper integrates a simple bilinear color space spatial upscale that can be used for performance reasons when enabled using a value of 1. However, if a Post Process Material is inserted after the tonemapper, the tonemapper won’t do the upscale. It will fall back to using the primary spatial upscale as if it were disabled.

升采样质量级别

Upsample

Primary Spatial Upscaling 的一种:TAA Upsample也叫 Temporal Upsampling

In addition to Primary Spatial Upscale, a second upscaling technique is also supported for the primary screen percentage: Temporal Upsample. Instead of performing temporal integration with the Temporal Anti-Aliasing (TAA) and then doing a primary spatial upscale, both happen at the same time in the Temporal Anti-Aliasing Upsample (TAAU) shader. It also allows them to converge to sharper images than what a spatial-only upscale could provide but comes at a higher cost since a larger number of post processes run at a higher resolution. It also allows for primary screen percentage changes to be hidden by dynamic resolution allowing it change more often to match the GPU budget as closely as possible.

Upsample

As the primary screen percentage decreases, the convergence to a clean full-resolution output changes. Therefore, some existing TAA artifacts would be more noticeable. For example, aliasing can become an issue for very thin geometry increasing the probability to miss this geometric detail as the primary screen percentage is lowering.

Secondary Spatial Upscale

TAA升采样一次,最后一个pass再升采样一次

Upsample

Upsample

弄到Unity试了一下果然36Tap高斯的结果最好

Unity中动态分辨率升采样策略

https://forum.unity.com/threads/using-dynamic-resolution-change-with-screen-setresolution-destroys-my-default.510801/

Don’t use SetResolution to dynamically change the resolution for performance. Instead have your camera render to a render texture which you Blit() to the framebuffer (Blit to a null destination). Get a temporary render target each frame and adjust its size depending on the current framerate. Usually this is done for the “game” camera only and the UI camera is left at full res. This has been the standard practice for console games since the original Xbox era.

Game相机的CameraTarget用低分辨率(可以根据帧率动态改变分辨率),在UICamera渲染之前用Upscample升到全分辨率

void OnPreCull ()
  {
      if (Globals.Configdata.DynamicFPS) {
          if (Globals.Configdata.resolutionWidth == 0 || Globals.Configdata.resolutionHeight == 0) {
              Globals.Configdata.resolutionWidth = Screen.currentResolution.width;
              Globals.Configdata.resolutionHeight = Screen.currentResolution.height;
          }
          cameraTarget = RenderTexture.GetTemporary (Globals.Configdata.resolutionWidth, Globals.Configdata.resolutionHeight, 24);
          Camera.main.targetTexture = cameraTarget;
          // this ensures that w/e the camera sees is rendered to the above RT
      }
  }

camera render to a render texture which you Blit() to the framebuffer (Blit to a null destination).

Graphics.Blit (cameraTarget, null as RenderTexture);

Blit null为画到frameBuffer上,,测试表明,PC上Deferred管线下,第二个相机是从FB中取参数的,必须画到frameBuffer上,,iphone

升采样实现

https://www.cs.toronto.edu/~guerzhoy/320/lec/upsampling.pdf

基本思想就是采样周围的点按照一定比例插值混合

Upsample

不同类型升采样插值的结果

Upsample

Upsample

Upsample

也可以用于resampling

Upsample

双线性插值算法

Upsample

参考:

https://docs.unrealengine.com/en-us/Engine/Rendering/ScreenPercentage

https://clouard.users.greyc.fr/Pantheon/experiments/rescaling/index-en.html

https://gis.stackexchange.com/questions/10931/what-is-lanczos-resampling-useful-for-in-a-spatial-context


以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持 码农网

查看所有标签

猜你喜欢:

本站部分资源来源于网络,本站转载出于传递更多信息之目的,版权归原作者或者来源机构所有,如转载稿涉及版权问题,请联系我们

互联网黑洞

互联网黑洞

仲昭川 / 电子工业出版社 / 2014-4 / 50.00

万物之灵,存乎一心;互联网时代,上兵伐谋。 纵横古今商业奥秘,无非兴趣与利益、诱惑与满足、成本与利润、价格与价值。 本书着眼于大互联网时代,旨在通过对时下互联网圈子的冷静分析、传奇披露、实战揭秘,进而传授互联网哲学,阐述互联网现状,揭示互联网价值,尝试为互联网的未来探寻狭窄的通道。一起来看看 《互联网黑洞》 这本书的介绍吧!

CSS 压缩/解压工具
CSS 压缩/解压工具

在线压缩/解压 CSS 代码

XML 在线格式化
XML 在线格式化

在线 XML 格式化压缩工具

HEX HSV 转换工具
HEX HSV 转换工具

HEX HSV 互换工具