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A highly customizable implementation of Subpixel Morphological Antialiasing for Unity
SMAA (Enhanced Subpixel Morphological Antialiasing) post-processing; WebGL (OpenGL ES 2.0) implementation with no fluff.
Vulkan renderer with advanced graphics algorithms applied
A component-based "2.5D" game engine with a small fighting game built on top.
The original LaTeX, R, etc. scripts and media used for my Serious Statistics: The Aliasing Adventure article and presentation