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Subframe accumulation during rendering

Discussion in 'High Definition Render Pipeline' started by spiegelball, Nov 27, 2020.

  1. spiegelball

    spiegelball

    Joined:
    Mar 2, 2020
    Posts:
    16
    Hey!

    HDRP 10.xxx introduced the concept of accumulation rendering, targeted at users of its path tracer ( https://docs.unity3d.com/Packages/c...high-definition@10.2/manual/Accumulation.html ). Basically the HDRP-API now implements recording methods and handles the subframe accumulation to converge frames based on many (path traced) samples and write out those frames.

    Can this concept be extended to arbitrary HDRP-renderings too, even those without any path- or raytracing effects? There are several mechanisms in HDRP which do a multi-frame-accumulation on runtime (TAA, temporal ambient occlusion, the new "PBR Accumulation" algorithm of the SSR component). Rendering those with the Unity Recorder leads to getting "unfinished" frames. Blenders realtime engine EEVEE for example uses temporal supersampling for the whole frame buffer.

    Any solution here would greatly extend HDRPs offline-rendering skills.
     
    chadfranklin47 likes this.
  2. SebLagarde

    SebLagarde

    Unity Technologies

    Joined:
    Dec 30, 2015
    Posts:
    934
    Hi, we will consider your request. But indeed this API was only aiming at solving accumulation motion blur and path tracer. thanks for your feedback
     
  3. MassiveTchnologies

    MassiveTchnologies

    Joined:
    Jul 5, 2016
    Posts:
    87
    This feature seems to be broken in HDRP 10.3. Has it been tested recently? Using the example recorder script from the docs produces very strange results especially when using skinned mesh renderers
     
  4. GeniusKoala

    GeniusKoala

    Joined:
    Oct 13, 2017
    Posts:
    97
    Yes I agree with this feature request too. For example we struggle a lot on aliased renders for offline productions and the accumulation might be a solution. I tested Deckard Render and its accumulation works great but it has also drawbacks we don't want since it's mostly physically accurate (we work on cartoon series). It would be great to add our own accumulation with built-in API without path tracing. Path tracing is too much noisy for the moment we can't use it for productions.
     
  5. Enigma229

    Enigma229

    Joined:
    Aug 6, 2019
    Posts:
    135
    I'm having awful motion blur offline renders. Can this feature in Recorder help with non path tracing motion blur in HDRP?