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temporal coherence can be implemented in a few different ways but one is optical flow and the other is having the estimation process use the previous frame and next frame to better determine accuracy of the cureently processing frame. this would benefit scenes in motion significantly and hammer down on artifacts in motion and edges, it will also help better estimate the map itself and better accuately predit the depth of the scene, my suggestion would be to impliment this as a toggle to choose to use or not use it for a render as it may increase wait time for renders by a little bit, but the menefits of temporal coherence is what helped owl3D get rid of alot of its artifacts, this type of thing can be adjusted in the code aswell im pretty sure so u can play with different optical flow strengths and so on.
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temporal coherence can be implemented in a few different ways but one is optical flow and the other is having the estimation process use the previous frame and next frame to better determine accuracy of the cureently processing frame. this would benefit scenes in motion significantly and hammer down on artifacts in motion and edges, it will also help better estimate the map itself and better accuately predit the depth of the scene, my suggestion would be to impliment this as a toggle to choose to use or not use it for a render as it may increase wait time for renders by a little bit, but the menefits of temporal coherence is what helped owl3D get rid of alot of its artifacts, this type of thing can be adjusted in the code aswell im pretty sure so u can play with different optical flow strengths and so on.
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