{"action":"created","issue":{"url":"https://api.github.com/repos/mrdoob/three.js/issues/7653","labels_url":"https://api.github.com/repos/mrdoob/three.js/issues/7653/labels{/name}","comments_url":"https://api.github.com/repos/mrdoob/three.js/issues/7653/comments","events_url":"https://api.github.com/repos/mrdoob/three.js/issues/7653/events","html_url":"https://github.com/mrdoob/three.js/issues/7653","id":118160719,"number":7653,"title":"Tech Info: TXAA, HBAO+, PCSS","user":{"login":"MasterJames","id":1840183,"avatar_url":"https://avatars.githubusercontent.com/u/1840183?v=3","gravatar_id":"","url":"https://api.github.com/users/MasterJames","html_url":"https://github.com/MasterJames","followers_url":"https://api.github.com/users/MasterJames/followers","following_url":"https://api.github.com/users/MasterJames/following{/other_user}","gists_url":"https://api.github.com/users/MasterJames/gists{/gist_id}","starred_url":"https://api.github.com/users/MasterJames/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/MasterJames/subscriptions","organizations_url":"https://api.github.com/users/MasterJames/orgs","repos_url":"https://api.github.com/users/MasterJames/repos","events_url":"https://api.github.com/users/MasterJames/events{/privacy}","received_events_url":"https://api.github.com/users/MasterJames/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"milestone":null,"comments":2,"created_at":"2015-11-21T01:41:44Z","updated_at":"2015-11-22T00:00:00Z","closed_at":null,"body":"I guess this is officially a feature inquiry/request, but I just thought to share useful information.\r\n\r\nThis video highlights some newer technologies found in Creed (for your consideration).\r\nhttps://www.youtube.com/watch?v=04URvixusZM\r\n\r\nMore here... http://www.geforce.com/hardware/technology\r\nTXAA  http://www.geforce.com/hardware/technology/txaa/technology\r\n\r\nHBAO+  http://www.geforce.com/hardware/technology/hbao-plus\r\n\r\nPCSS\r\nPaper: http://developer.download.nvidia.com/shaderlibrary/docs/shadow_PCSS.pdf\r\nVideo: https://www.youtube.com/watch?v=QW6Tm_mfOmw\r\ncompare: http://international.download.nvidia.com/geforce-com/international/comparisons/grand-theft-auto-v/grand-theft-auto-v-soft-shadows-interactive-comparison-1-nvidia-pcss-vs-softest.html\r\n\r\nI guess the question is, \"Is THREE.js already using or able to use any of these ideas?\". \r\n"},"comment":{"url":"https://api.github.com/repos/mrdoob/three.js/issues/comments/158691718","html_url":"https://github.com/mrdoob/three.js/issues/7653#issuecomment-158691718","issue_url":"https://api.github.com/repos/mrdoob/three.js/issues/7653","id":158691718,"user":{"login":"bhouston","id":588541,"avatar_url":"https://avatars.githubusercontent.com/u/588541?v=3","gravatar_id":"","url":"https://api.github.com/users/bhouston","html_url":"https://github.com/bhouston","followers_url":"https://api.github.com/users/bhouston/followers","following_url":"https://api.github.com/users/bhouston/following{/other_user}","gists_url":"https://api.github.com/users/bhouston/gists{/gist_id}","starred_url":"https://api.github.com/users/bhouston/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/bhouston/subscriptions","organizations_url":"https://api.github.com/users/bhouston/orgs","repos_url":"https://api.github.com/users/bhouston/repos","events_url":"https://api.github.com/users/bhouston/events{/privacy}","received_events_url":"https://api.github.com/users/bhouston/received_events","type":"User","site_admin":false},"created_at":"2015-11-21T23:59:59Z","updated_at":"2015-11-21T23:59:59Z","body":"I asked around and the state-of-the-art is TAA that UE4 and other modern game engines use, but it is designed for a deferred pipeline with post processing:\r\n\r\nhttps://de45xmedrsdbp.cloudfront.net/Resources/files/TemporalAA_small-59732822.pdf\r\n\r\nBTW I still believe that we should integrate post processing into the core WebGLRenderer...  different discussion I know."}}