Taos API Reference
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    Class TAAPass

    Temporal anti-aliasing pass (render-graph version).

    Reprojects the previous frame's history into the current frame and blends with the jittered lit color to converge sub-pixel detail. The history texture is persistent in the graph cache so SSGI and the next frame's TAA can read it.

    Hierarchy (View Summary)

    • Pass<TAADeps, TAAOutputs>
      • TAAPass
    Index

    Properties

    name: "TAAPass" = 'TAAPass'

    Human-readable identifier used in graph node labels and error messages.

    sampleCount: number = 16

    Halton sample count before the jitter sequence repeats.

    jitterScale: number = 1.0

    Multiplier on the sub-pixel camera jitter amplitude (1 = full ±0.5 px). Lower it to reduce per-frame wobble on sub-pixel geometry at the cost of some anti-aliasing quality; 0 disables jitter entirely.

    blendStatic: number = 0.03

    Current-frame blend weight when the pixel is static (low = heavy history = stable, converged image; kills static shimmer).

    blendMoving: number = 0.25

    Current-frame blend weight once motion saturates. Lower accumulates more history under motion (less shimmer, but more prone to ghosting); higher trusts the current frame (ghost-free, but more shimmer on sub-pixel geometry while moving).

    motionFull: number = 2.0

    Screen-space speed (px/frame) at which the static→moving blend saturates.

    Methods

    • Picks the next Halton-sequence sub-pixel offset, applies it to ctx.activeCamera (so downstream geometry passes see a jittered VP via Camera.jitteredViewProjectionMatrix), and uploads the reprojection uniform (invViewProj + previous-frame viewProj).

      Must run BEFORE any geometry-fill pass's updateCamera(ctx) in the same frame — otherwise those passes will read an un-jittered VP and TAA will have nothing to converge.

      Parameters

      Returns void

    • Insert the pass into graph for one frame. Implementations call graph.addPass(name, type, b => { ... }) exactly once and use the supplied PassBuilder to declare reads, writes, transient resources, and the execute callback.

      Parameters

      • graph: RenderGraph

        Graph being built this frame.

      • deps: TAADeps

        Pass-specific dependency record (handles, scene data, etc.).

      Returns TAAOutputs

      Pass-specific output record (typically a set of handles downstream passes will consume).

    • Release every long-lived GPU resource owned by the pass (pipelines, persistent uniform buffers, samplers, BGLs). Called by the factory or application during teardown. Default implementation is a no-op.

      Returns void