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Overview | |
* http://behindthepixels.io/assets/files/TemporalAA.pdf | |
* https://www.highperformancegraphics.org/wp-content/uploads/2017/Retrospective/HPG2017_Jimenez_MLAARetrospective.pdf | |
UE4 | |
* http://advances.realtimerendering.com/s2014/epic/TemporalAA.pptx | |
INSIDE | |
* https://github.com/playdeadgames/temporal/blob/master/GDC2016_Temporal_Reprojection_AA_INSIDE.pdf | |
Temporal Antialiasing in Uncharted 4 | |
* http://advances.realtimerendering.com/s2016/s16_Ke.pptx | |
Filmic SMAA: Sharp Morphological and Temporal Antialiasing | |
* http://advances.realtimerendering.com/s2016/Filmic%20SMAA%20v7.pptx | |
* https://www.activision.com/cdn/research/Dynamic_Temporal_Antialiasing_and_Upsampling_in_Call_of_Duty_v4.pdf | |
Doom 2016 | |
* http://advances.realtimerendering.com/s2016/Siggraph2016_idTech6.pdf | |
Decima engine (Horizon Zero Dawn) | |
* https://advances.realtimerendering.com/s2017/DecimaSiggraph2017.pdf | |
salvi, variance clipping | |
https://www.dropbox.com/sh/dmye840y307lbpx/AAAQpC0MxMbuOsjm6XmTPgFJa?dl=0&preview=msalvi_temporal_supersampling.pdf | |
https://www.gdcvault.com/play/1023521/From-the-Lab-Bench-Real | |
http://cwyman.org/papers/siga16_gazeTrackedFoveatedRendering.pdf | |
Timothy Lottes | |
* http://www.youtube.com/watch?v=WzpLWzGvFK4 | |
Disney | |
* http://www.j4lley.com/content/publications/pdf/pg2016-phlm.pdf | |
IMPLEMENTATIONS | |
* https://github.com/NVIDIAGameWorks/Falcor/blob/master/Source/RenderPasses/Antialiasing/TAA/TAA.ps.slang | |
* https://github.com/playdeadgames/temporal | |
* https://github.com/h3r2tic/rtoy-samples/blob/master/assets/shaders/taa.glsl | |
* https://github.com/Unity-Technologies/Graphics/blob/master/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/TemporalAntiAliasing.shader + https://github.com/Unity-Technologies/Graphics/blob/master/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/TemporalAntialiasing.hlsl |
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