20161023 - Sphere Tracing AA
General idea for anti-aliasing with sphere tracing. The end result of this would be a very analog film feeling image with grain...
Ray Directions - Shoot one ray per pixel and use a good temporally changing low discrepancy sampling for ray direction.
First Hit - Trace forward until 2D projected distance to surface is within pixel diameter.
I'm using diameter here because one wants a thin feature to show up as partial coverage across at least 2 pixels (to get good AA).
Likely this distance needs a tuning knob, best might be half between pixel radius and diameter, depends on visual preference.
Coverage - Compute pixel coverage and store coverage with ray output.
This part I'm speculating on and would need to try to see what works.
Initial idea: step one more time through the surface,
then take the last 2 distance samplings and try to estimate the actual surface,
sample the distance function at the estimated surface,
take this final distance as "coverage"
(on surface = full coverage, reduce coverage as distance increases).
Exact coverage isn't as important has having coverage approach zero as ray passes a surface without getting near enough.
Error on surfaces will just show up as temporal grain, which is visually pleasing.
Reconstruction - For each pixel take nearest 11 rays.
Take a weighted sum of ray colors where weight is
F(DistanceFromRayToPixelCenter) * Coverage then divide by sum of weight.
The
F() function is the filter kernel, where fastest (but not highest quality) is the Gaussian,
exp2(-scale*dst*dst).
Could also do disk average (return 1.0 under a given radius, and some smooth fall-off outside that radius).
Note
DistanceFromRayToPixelCenter is constantly changing temporally due to low discrepancy sampling.
Also nearest 11 rays is a fixed pattern,
XXX
XXOXX <-- 11 sample pattern
XXX
Grain - After reconstruction add some grain to help mask the temporally changing sampling pattern.