Description
The updated implementation of GTAONode introduced in #33895 introduced some noisiness in the half-resolution version, we should look into some smoothing approaches to reduce the noise as we're currently doing for other stochastic effects like SSR.
The original activision paper authors also mention it needing some kind of smoothing/denoising at halfres, from page 85 onwards of the slides: https://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf
Reproduction steps
- Open https://rawcdn.githack.com/mrdoob/three.js/dev/examples/webgpu_postprocessing_ao.html
- See detail
Code
/
Live example
https://rawcdn.githack.com/mrdoob/three.js/dev/examples/webgpu_postprocessing_ao.html
Screenshots
Version
dev
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OS
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Description
The updated implementation of GTAONode introduced in #33895 introduced some noisiness in the half-resolution version, we should look into some smoothing approaches to reduce the noise as we're currently doing for other stochastic effects like SSR.
The original activision paper authors also mention it needing some kind of smoothing/denoising at halfres, from page 85 onwards of the slides: https://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf
Reproduction steps
Code
/
Live example
https://rawcdn.githack.com/mrdoob/three.js/dev/examples/webgpu_postprocessing_ao.html
Screenshots
Version
dev
Device
No response
Browser
No response
OS
No response