Adding Temporal Anti-Aliasing and God Rays to Mithra
I wanted to implement a proper anti-aliasing method for Mithra. There are different sources of aliasing. For instance, we have the classic jagged edges of triangles and other things such as specular ailising , which must be addressed, especially in a PBR setup. Anyways, I decided to implement UE4’s TAA method, which was introduced by Brian Karis a couple of years ago. God Rays When we implement TAA, we can see that the output converges in a couple of frames, and the edges would mostly look smooth and close to a super-sampled image....