You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.

close

The Number One Educational Resource for the Game Industry

Session Name: Temporal Reprojection Anti-Aliasing in INSIDE
Speaker(s): Lasse Jon Fuglsang Pedersen
Company Name(s): Playdead
Track / Format: Programming

Did you know free users get access to 30% of content from the last 2 years?


Get your team full access to the most up to date GDC content

Overview: Playdead's INSIDE makes strong use of Temporal Reprojection Anti-Aliasing to deliver satisfactorily clean and stable images.

Temporal Reprojection Anti-Aliasing is a spatio-temporal post-process technique, where fragments from the most recent frame are correlated with fragments from a history buffer through reprojection. By carefully jittering the view frustum, and by making sensible choices for when to accept or reject a history sample, this technique can produce images that are superior to the input in terms of information density, because the information in every fragment accumulates over time.

This talk will focus on Temporal Reprojection Anti-Aliasing in the context of INSIDE. It will touch on the process, the initial research, and the pleasant side-effects. Most importantly, it will discuss in-depth the individual stages of the implementation written for INSIDE, and how it deals with common problems such as disocclusion and trailing artefacts.

GDC 2016

Lasse Jon Fuglsang Pedersen

Playdead

free content

Programming

Programming