diff --git a/posts/analytical-anti-aliasing/analytical-anti-aliasing.md b/posts/analytical-anti-aliasing/analytical-anti-aliasing.md index 69d6f13..fb9a75b 100644 --- a/posts/analytical-anti-aliasing/analytical-anti-aliasing.md +++ b/posts/analytical-anti-aliasing/analytical-anti-aliasing.md @@ -1470,6 +1470,6 @@ In the comments below, GitHub user [presentfactory](https://github.com/presentfa > \ > So to be clear, I think it was a radical improvement for the ML-scaling-TAA's compared to where say UE4's first TAA ended up. BUT fully solving the ghosting/flicker/artifact problems in the frame-jitter TAA framework might not actually be possible ... -TAA goes ***deep*** and the way jitter resolves things other techniques can't, takes some time to grasp intuitively. [Previously](/GLSL-noise-and-radial-gradient) I introduced my favorite GLSL one-liner for dithering, which can also help TAA with resolve effects temporally. Sledgehammer games used it for shadow filtering. +TAA goes ***deep*** and the way jitter resolves things other techniques can't, takes some time to grasp intuitively. [Previously](/GLSL-noise-and-radial-gradient) I introduced my favorite GLSL one-liner for dithering, which can also help TAA resolve effects temporally. Sledgehammer games used it for shadow filtering.
TAA is some fascinating stuff! This post was too full to appreciate it properly. Here's a recommended deep-dive talk by "Inside" developer Lasse Jon Fuglsang Pedersen