# temporal **Repository Path**: null_582_8654/temporal ## Basic Information - **Project Name**: temporal - **Description**: No description available - **Primary Language**: Unknown - **License**: MIT - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2018-08-08 - **Last Updated**: 2020-12-19 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README # Temporal Reprojection Anti-Aliasing Source code release of the anti-aliasing solution used in Playdead's *INSIDE*. #### LICENSE MIT (see [LICENSE.txt](LICENSE.txt)) #### REQUIRES Unity 5.0+ #### INSTRUCTIONS - copy Assets/* to your project - disable MSAA under 'Project Settings/Quality' (optional) - add the TemporalReprojection component to your cameras - add the VelocityBufferTag component to individual moving meshes (if you want correct motion vectors) - tagging skinned meshes is expensive #### AUTHOR Lasse Jon Fuglsang Pedersen <> #### THANKS TO * Mikkel Gjl (suggestions and feedback, noise distributions, motion blur tweaks) * Tiago Sousa (neighbourhood clamping in SMAA 1tx; http://www.crytek.com/download/Sousa_Graphics_Gems_CryENGINE3.pdf) * Brian Karis (YCoCg clipping, neighbourhood rounding; http://advances.realtimerendering.com/s2014/epic/TemporalAA.pptx) * Timothy Lottes (weighing by unbiased luminance diff; http://www.youtube.com/watch?v=WzpLWzGvFK4&t=18m) * Morgan McGuire (motion blur reconstruction filter; http://graphics.cs.williams.edu/papers/MotionBlurI3D12/McGuire12Blur.pdf)