Implemented in Chaos Flesh and Chaos Cloth as a part of Unreal Engine.
https://arxiv.org/pdf/2306.09021
https://dev.epicgames.com/community/learning/tutorials/OPM3/unreal-engine-chaos-cloth-tool-overview
https://dev.epicgames.com/community/learning/tutorials/BEby/unreal-engine-chaos-flesh
“Unity has also entered into an agreement with DNEG, a leading technology-enabled visual effects (VFX) and animation company for the creation of feature film, television, and multiplatform content, for an exclusive perpetual license of the Ziva IP. Unity will continue to retain ownership of all the technology acquired from Ziva Dynamics, and we will continue to evaluate the best way to enhance our core offerings with it over time.”
https://www.nukepedia.com/gizmos/time/vectorframeblend
Blend up to 11 nearby frames together, while preserving all detail
VectorFrameBlend can average/median/min/max/plus up to +- 5 frames with full motion awareness. Compared to the last version or other similar solutions, I built it as technically correct as possible and it provides thorough settings to improve the filtering quality and edge cases (literally).
You can also use the ‘External’ mode and connect the ‘vec’ input to another VectorFrameBlend, to use its internally generated vectors.
This can be useful, if you want to analyse a certain layer (for example a diffuse color pass that holds a lot of clean details), but apply the frame blending on somewhere else. Apart from that, the tool can of course be used on live action plates, utility passes or whatever comes to mind.