Create accumlation buffer with higher numerical accuracy IE.fp32.
Render frames with like you normally do, but jitter time, camera/light/etc position.
Copy each finished frame into an accumlation buffer using additive blending.
Average the data in accumlation buffer with amount of frames you copied into it.
tonemap (if using hdr.)
So you have only one additional buffer and no need to store more frames, thus it's quite easy and memory efficent way to do AA/DoF and so on.
Shift polygons in viewspace within a pixel = AA,
Camera move within camera lense = DoF
time = motion blur.
Lightsource jittering = area lightsource & shadows..
etc.
Size of buffer is same except bitdepth. (ie 1280x720xfp32)
Fun fact, Accumlation buffer was called
T-buffer by 3dfx.