Unity-Technologies / com.unity.perception

Perception toolkit for sim2real training and validation in Unity
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Using Temporal anti-aliasing (TAA) in HDRP Perception #338

Closed RomanDmowski closed 3 years ago

RomanDmowski commented 3 years ago

I want to use Temporal Anti-Aliasing in my HDRP Perception project. It seems this algorithm doesn't work well: the images are blurry: image

TAA uses frames from a history buffer to smooth edges, so I tried to slow down the frequency of captures, changing the 'Frames Between Captures' parameter. Still, it doesn't work. Is the TAA algorithm in Unity Perception supported? How should I configure the 'Perception Camera' and "Fixed Lenght Scenario' parameters?

JonathanHUnity commented 3 years ago

The easiest way to have multiple frames of 'settling' is to set two options: On the Fixed Length Scenario, set it to 10 frames per iteration image

On the PerceptionCamera, set it to start capturing at frame 9 image This way you will get one frame per iteration (scene randomization).

This appears to be enough time to let FXAA 'settle', but you may need to tune these numbers for your app..

RomanDmowski commented 3 years ago

Hi Jon, Thanks a lot for your hints - now TAA works fine, the quality of images is much better. Now I can start testing the ray tracing in Unity Perception. To get TAA working I had to increase the values of parameters: Frames Per Iteration = 60, Start at Frame = 59