From time to time I receive questions on the depth aware upsampling mentioned in the INSIDE-rendering presentation: https://loopit.dk/rendering_inside.pdf#page=39
The goal of this technique is to take the texture-output from a half-resolution pass, containing the results of sampling volumetric fog - and scale it up to full resolution. This presents two challenges:
- Making sure samples from the low-resolution buffer, do not spill on top of foreground objects in the high-resolution buffer
- Making sure the samples in the volumetric fog can be properly accumulated by TAA after upsampling