Part of the work I’ve done from 2021.3 to 2022.4 at Perfect World
Left: no AA, Mid: MSAAx4, Right: TAA
Anti-ghosting mask visualization
TAA for Unity SPP
TAA implementation for in-house Unity render pipeline.
Constructed motion vector pass and added to the pipeline.
AA Quality improvement tricks based on unity HDRP, Unreal, inside TAA source code.
Anti-ghosting, vertex animation, and UV scrolling support based on Naughty Dog’s 2016 slides.
Reference:
Temporal Antialiasing In Uncharted 4, Ke Xu
Temporal Reprojection Anti Aliasing in INSIDE, Lasse Jon Fuglsang Pedersen