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Temporal anti-aliasing

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was the dominant anti-aliasing technique. MSAA samples (renders) each pixel multiple times at different locations within the frame and averages the samples to produce the final pixel value. In contrast, TAA samples each pixel only once per frame, but it samples the pixels at a different locations in
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in the current frame. In TAA, each pixel is sampled once per frame but in each frame the sample is at a different location within the pixel. Pixels sampled in past frames are blended with pixels sampled in the current frame to produce an anti-aliased image. Although this method makes TAA achieve a
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operates on similar principles to TAA. Like TAA, it uses information from past frames to produce the current frame. Unlike TAA, DLSS does not sample every pixel in every frame. Instead, it samples different pixels in different frames and uses pixels sampled in past frames to fill in the unsampled
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Sampling the pixels at a different position in each frame can be achieved by adding a per-frame "jitter" when rendering the frames. The "jitter" is a 2D offset that shifts the pixel grid, and its X and Y magnitude are between 0 and 1.
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different frames. This makes TAA faster than MSAA. In parts of the picture without motion, TAA effectively computes MSAA over multiple frames and achieves the same quality as MSAA with lower computational cost.
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both sample each pixel only once per frame, but FXAA does not take into account pixels sampled in past frames, so FXAA is simpler and faster but can not achieve the same image quality as TAA or MSAA.
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When combining pixels sampled in past frames with pixels sampled in the current frame, care needs to be taken to avoid blending pixels that contain different objects, which would produce
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pixels in the current frame. DLSS uses machine learning to combine samples in the current frame and past frames, and it can be thought of as an advanced TAA implementation.
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or motion-blurring artifacts. Different implementation of TAA have different ways of achieving this. Possible methods include:
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technique for computer-generated video that combines information from past frames and the current frame to remove
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Limiting (clamping) the final value of a pixel by the values of pixels surrounding it.
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Using motion vectors from the game engine to perform
166:Yang, Lei; Liu, Shiqiu; Salvi, Marco (2020-06-13). 168:"A Survey of Temporal Antialiasing Techniques" 8: 230:"Temporal Anti Aliasing – Step by Step" 158: 211: 209: 217:"High Quality Temporal Supersampling" 7: 39:, the technique inevitably causes 14: 255:"How DLSS 2.0 works (for gamers)" 51:Prior to the development of TAA, 16:Spatial anti-aliasing technique 127:Fast approximate anti-aliasing 1: 43:and blurriness to the image. 132:Deep learning super sampling 137:Deep learning anti-aliasing 290: 122:Multisample anti-aliasing 274:Anti-aliasing algorithms 215:Brian Kari, Epic Games 172:Computer Graphics Forum 20:Temporal anti-aliasing 35:result comparable to 28:spatial anti-aliasing 100:TAA compared to DLSS 60:TAA compared to FXAA 47:TAA compared to MSAA 241:Edward Liu, NVIDIA 90:motion compensation 202:– via Wiley. 184:10.1111/cgf.14018 281: 258: 251: 245: 239: 233: 226: 220: 213: 204: 203: 163: 92:before blending. 289: 288: 284: 283: 282: 280: 279: 278: 264: 263: 262: 261: 252: 248: 240: 236: 227: 223: 214: 207: 165: 164: 160: 155: 118: 102: 74: 62: 49: 17: 12: 11: 5: 287: 285: 277: 276: 266: 265: 260: 259: 246: 234: 228:Ziyad Barakat 221: 205: 178:(2): 607–621. 157: 156: 154: 151: 150: 149: 144: 139: 134: 129: 124: 117: 114: 101: 98: 97: 96: 93: 73: 72:Implementation 70: 61: 58: 48: 45: 15: 13: 10: 9: 6: 4: 3: 2: 286: 275: 272: 271: 269: 256: 253:yellowstone6 250: 247: 244: 238: 235: 231: 225: 222: 218: 212: 210: 206: 201: 197: 193: 189: 185: 181: 177: 173: 169: 162: 159: 152: 148: 147:Deinterlacing 145: 143: 142:Supersampling 140: 138: 135: 133: 130: 128: 125: 123: 120: 119: 115: 113: 110: 106: 99: 94: 91: 87: 86: 85: 83: 78: 71: 69: 67: 59: 57: 54: 46: 44: 42: 38: 37:supersampling 33: 29: 25: 21: 249: 237: 224: 175: 171: 161: 103: 79: 75: 63: 50: 23: 19: 18: 153:References 200:220514131 192:0167-7055 268:Category 116:See also 82:ghosting 64:TAA and 41:ghosting 32:jaggies 26:) is a 198:  190:  105:Nvidia 196:S2CID 188:ISSN 109:DLSS 66:FXAA 53:MSAA 180:doi 107:'s 24:TAA 270:: 208:^ 194:. 186:. 176:39 174:. 170:. 257:. 232:. 219:. 182:: 22:(

Index

spatial anti-aliasing
jaggies
supersampling
ghosting
MSAA
FXAA
ghosting
motion compensation
Nvidia
DLSS
Multisample anti-aliasing
Fast approximate anti-aliasing
Deep learning super sampling
Deep learning anti-aliasing
Supersampling
Deinterlacing
"A Survey of Temporal Antialiasing Techniques"
doi
10.1111/cgf.14018
ISSN
0167-7055
S2CID
220514131


"High Quality Temporal Supersampling"
"Temporal Anti Aliasing – Step by Step"
"DLSS 2.0 - Image Reconstruction for Real-time Rendering with Deep Learning"
"How DLSS 2.0 works (for gamers)"
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