Anti-Aliasing for virtual production (issues with ghosting)

Hi all,
we have a deal-breaking issue with anti-aliasing - use is virtual production and live shows.

We are using planes with video-textures showing actors (on green → adding them to scene) and cannot find the right solution. Right now:

  1. When we are using TAA, the environment looks great (btw great work team), but we see ghosting on actors that looks terrible and in close look it is not production usable (of course, as they are moving and we are interpolating multiple frames).
  2. With FXAA, it is a bit better but we are losing much of cinematic quality (smooth AA adding to realism) as we are seeing quite a bit of aliasing
  3. No AA has almost no artifacts on actors, but the environment is looking terrible, with a lot of strobing of details due to aliasing

So we are thinking about the way around, the best would be to have TAA with the ability to have single plane (or any selected object) without it. BUT we are also using greenscreen there so you have to deal with alpha and not just plane geometry…

I don’t see any solution so far so coming here for help.

Is there something obvious we don’t see like using composure in some creative way ? (we need plane with greenscreen footage anywhere in environment, between objects etc. and without tracked camera and position information.)

Thanks for any help or input.
Cheers

3 Likes

If you want to increase the quality of FXAA one thing you can try is super sampling (screen percentage 300% in UE4). But there is a huge performance hit.

Thanks for the tip, going to try that.
Any ideas about some custom magic with render targets and custom per-render layer anti-aliasing?

Hi~, does anyone have a suitable solution?
Thanks for any help or inpit.
@PrettyMuchRandom :pray:

Salut les amis , idem a par le super échantillonnage je ne trouve pas encore de solution