Summary
In this chapter, we introduced the TAA rendering technique.
We gave an overview of the algorithm by trying to highlight the different shader steps involved. We then moved on to create the simplest possible TAA shader: an exercise to give us a deeper understanding of the technique itself.
Following that, we started enhancing the various steps using filters and information taken from the current scene. We encourage you to add custom filters and tweak parameters and different scenes to understand and develop the technique further.
An idea to experiment with could also be to apply the history constraint to the temporal reprojection phase of the Volumetric Fog, as suggested by my friend Marco Vallario a few months ago.
In the next chapter, we will add support for ray tracing to the Raptor Engine, a recent technological advancement that unlocks high-quality illumination techniques, which we will cover in the following chapters.