Is your feature request related to a problem? Please describe.
F3D supports two anti-aliasing method: FXAA and SSAA
Both are quite useful for performance and quality, repectively.
Supporting Temporal Anti-Aliasing would be great to combine performance and quality, at the cost of accumulating several frames over time to get the final image.
Describe the solution you'd like
- Add a new
render.effect.antialiasing.mode value taa
- Add a new CLI value for
--anti-aliasing-mode
- Add testing and doc
Needs #2687
Technical insights
From reading on it, jittering would be added to the vertex shader and the jitter would be resolved in the fragment shader.
Jittering would be added to vtkF3DPolyDataMapper, resolving to a class with an interface similar to vtkSSAAPass, called vtkF3DTAAResolvePass.
The implementation will be done in two phases:
Is your feature request related to a problem? Please describe.
F3D supports two anti-aliasing method: FXAA and SSAA
Both are quite useful for performance and quality, repectively.
Supporting Temporal Anti-Aliasing would be great to combine performance and quality, at the cost of accumulating several frames over time to get the final image.
Describe the solution you'd like
render.effect.antialiasing.modevaluetaa--anti-aliasing-modeNeeds #2687
Technical insights
From reading on it, jittering would be added to the vertex shader and the jitter would be resolved in the fragment shader.
Jittering would be added to
vtkF3DPolyDataMapper, resolving to a class with an interface similar tovtkSSAAPass, calledvtkF3DTAAResolvePass.The implementation will be done in two phases: