AMD GPUOpen adds new technologies to open-source FidelityFX family

Published: 11th May 2020, 15:47 GMT   Comments

AMD adds Mass Effects to FidelityFX

Last year AMD’s announced that the first technology to be included in an open-source initiative known as FidelityFX is Contrast Adaptive Sharpening. Today AMD confirmed that another four technologies will be included in the free software stack for developers.

The announcement came at the same time as a new GPUOpen website has been launched. The technologies include:

  • SSSR – AMD’s approach to screen space reflection technique – providing realistic reflections based only on a visible image,
  • CACAO – AMD’s implementation of Intel Adaptive Space Ambient Occlusion,
  • LPM – a method of handling wide-gamut and HDR tone mapping,
  • SPD – a single pass downsampler.


Today, we are excited to introduce you to the new additions to the FidelityFX family. As many of you will know already, FidelityFX was announced last year with the first of our open source effects, Contrast Adaptive Sharpening (CAS). Since then we’ve been absolutely delighted to see the community embrace CAS and FidelityFX.

That’s why we are now expanding our FidelityFX family with four new members: Stochastic Screen Space Reflections (SSSR), Combined Adaptive Compute Ambient Occlusion (CACAO), Luminance Preserving Mapper (LPM), and Single Pass Downsampler (SPD).

FidelityFX SSSR – Stochastic Screen Space Reflections (link)

That would be us! The first of our four new FidelityFX effects is Stochastic Screen Space Reflections (SSSR). This is our implementation of the ever popular Screen Space Reflections technique. This effect can create realistic looking reflections, purely based on information already present in the rendered image.

FidelityFX CACAO – Combined Adaptive Compute Ambient Occlusion (link)

FidelityFX CACAO stands for Combined Adaptive Compute Ambient Occlusion and is based on Intel®’s Adaptive Screen Space Ambient Occlusion, however our team has been busy tinkering and optimizing it. First of all, we moved the entire thing over to compute, allowing you the freedom to run it on either a compute or graphics queue. We’ve also done some major surgery on the data-transformations the effect undertakes. Finally, we also included an upsampler option to allow you to get high quality ambient occlusion within a budget that suits your game.

FidelityFX LPM – Luminance Preserving Mapper (link)

Ensure all that effort you put into lighting and shading your scenes is nicely carried through to the screen. FidelityFX LPM (Luminance Preserving Mapper) provides fast and easy-to-integrate HDR and wide gamut tone and gamut mapping for your game.

FidelityFX SPD – Single Pass Downsampler (link)

Almost every game will need to downsample something at some point. Perhaps you’re moving a buffer to a lower resolution for performance reasons, or maybe you’re generating a MIPmap chain. The standard way of doing this is simple, but potentially introduces lots of bubbles into the graphics pipeline. Pop those bubbles by using FidelityFX SPD, our Single Pass Downsampler that can generate up to 12 MIPmap levels in a single compute shader pass.


Source: GPUOpen

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