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better explanations for taa and msaa examples.
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examples/webgl_postprocessing_msaa.html

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<a href="http://threejs.org" target="_blank">three.js</a> - Manual Multi-Sample Anti-Aliasing (MSAA) pass by <a href="https://clara.io" target="_blank">Ben Houston</a><br/><br/>
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This manual approach to MSAA re-renders the scene with camera jitter and accumulates the results. It is a slow approach.<br/><br/>
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This manual approach to MSAA re-renders the scene ones for each sample with camera jitter and accumulates the results.<br/><br/>
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Texture interpolation, mipmapping and anistropic sampling is disabled to emphasize<br/> the effect MSAA levels have one the resulting render quality.
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</div>
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examples/webgl_postprocessing_taa.html

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<a href="http://threejs.org" target="_blank">three.js</a> - Temporal Anti-Aliasing (TAA) pass by <a href="https://clara.io" target="_blank">Ben Houston</a><br/><br/>
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When the rotation stops the scene automatically improves its static visual quality by accumulating jittered renders.<br/>
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This allows for the static quality of a high quality, but slow MSAA shader at the cost of a single render per frame (if sampleLevel = 0).<br/><br/>
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When there is no motion in the scene, the TAA render pass accumulates jittered camera samples across frames to create a high quality anti-aliased result.<br/><br/>
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Texture interpolation, mipmapping and anistropic sampling is disabled to emphasize<br/> the effect MSAA levels have one the resulting render quality.
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</div>
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