TRAA basically works by using a history buffer, for example using the last couple of frames, all jittered a little bit to compute the pixel. There's still ghosting and smearing that can happen though because of this technique, so you have methods to counteract like subpixel correction where u increase temporal alpha when velocity is subpixel, but that can introduce some artifacts as well.
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...
The only thing even remotely related to graphics I found was references to "TrAA" in forum posts from 2006 (yeah) where I believe they referred to NVIDIA "Transparency AA" or something like that. "TRAA", "TRAA meaning", "TRAA graphics", "TRAA 3D" all gave fully irrelevant results :D
If you make the assumption that "AA" is some form of antialiasing, it's not too bad: first scholar[1] hit expands the acronym to Temporal Reprojection Anti-Aliasing
Yeah, should've tried with "antialiasing". Still, astonishingly obscure given that it's not even a new thing anymore and apparently implemented in UE4 and others.