Some ball shadows look kind of grainy but moving my finger around moves the balls around.
There's also a denoise node in three (not used in this example), but SSGI still looks kinda blurry.
Work though is still going on: https://github.com/mrdoob/three.js/issues/31892
There's also SMAA T2x which the pmndrs team is planning on integrating into their postprocessing package[0]. This cryengine3 slideshow gives a nice overview of antialiasing methods if you're interested: http://iryoku.com/aacourse/downloads/13-Anti-Aliasing-Method...
[0] https://github.com/pmndrs/postprocessing
This paper also provides a decent overview of TRAA: https://fileadmin.cs.lth.se/cs/Education/EDAN35/projects/17C...
[1]: https://scholar.google.com/scholar?hl=en&as_sdt=0%2C5&q=traa+anti+aliasing&btnG=> Add more balls
Fun simulation. The novelty of stuff like this still hasn't worn off for me in this era where we've got ray tracing in-browser.
I've done some very basic rendering code in C from a rendering internals course, and at the same time I'm learning about perspective from the drawing/art side. I wonder how much learning one would help the other, in a practical way.