Visibility TAA and Upsampling with Subsample History
http://filmicworlds.com/blog/visibility-taa-and-upsampling-with-subsample-history/
Guy is an idea machine. Really cool. Each blog post is a new way to use the visibility buffer.
Really fantastic series of articles. I might be missing something but he seems to be using hardware triangle setup and rasterization in the first pass when rendering the visibility buffer. This seems not ideal for pixel sized triangles.
Nanite works differently right? I believe it passes the raw geometry directly into a compute shader bypassing all geometry hardware.