Post processing anti-aliasing Heiki Prn Aliasing Aliasing - - PowerPoint PPT Presentation

post processing anti aliasing
SMART_READER_LITE
LIVE PREVIEW

Post processing anti-aliasing Heiki Prn Aliasing Aliasing - - PowerPoint PPT Presentation

Post processing anti-aliasing Heiki Prn Aliasing Aliasing Supersampling Render to some resolution higher than the screen, and then downsample to screen resolution. Computationally expensive. Inefficient.


slide-1
SLIDE 1

Post processing anti-aliasing

Heiki Pärn

slide-2
SLIDE 2

Aliasing

slide-3
SLIDE 3

Aliasing

slide-4
SLIDE 4

Supersampling

  • Render to some resolution higher than the screen, and

then downsample to screen resolution.

  • Computationally expensive.
  • Inefficient.

https://mynameismjp.wordpress.com/2012/10/24/msaa-overview/

slide-5
SLIDE 5

Supersampling

https://mynameismjp.wordpress.com/2012/10/24/msaa-overview/

slide-6
SLIDE 6

Multisample anti-aliasing

  • Coverage and occlusion tests are both performed at

higher-than-normal resolution, which is typically 2x through 8x.

  • Still quite expensive.
  • Incompatible with deferred shading.

https://mynameismjp.wordpress.com/2012/10/24/msaa-overview/

slide-7
SLIDE 7

Multisample anti-aliasing

https://mynameismjp.wordpress.com/2012/10/24/msaa-overview/

slide-8
SLIDE 8

Multisample anti-aliasing

https://mynameismjp.wordpress.com/2012/10/24/msaa-overview/

slide-9
SLIDE 9

Post-processing anti-aliasing

  • Detect edges.
  • Use edge and color information to calculate the exact

fraction of the pixel that will be covered by the triangle.

slide-10
SLIDE 10

https://software.intel.com/sites/default/files/m/d/4/1/d/8/MLAA.pdf

slide-11
SLIDE 11

Post-processing anti-aliasing: advantages

  • No issues with deferred shading.
  • Usually faster than MSAA.
slide-12
SLIDE 12
slide-13
SLIDE 13

Post-processing anti-aliasing: disadvantages

slide-14
SLIDE 14

Post-processing anti-aliasing: edge detection

  • color
  • luma
  • depth
slide-15
SLIDE 15

Luma

  • Luma represents the brightness in an image
  • Y' = 0.299 R' + 0.587 G' + 0.114 B'
slide-16
SLIDE 16

FXAA(Fast approXimate AntiAliasing)

  • Single pass
  • Demo at http://tinyurl.com/qawm3rh

http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf

slide-17
SLIDE 17

SMAA(Subpixel Morphological Antialiasing)

  • Based on MLAA.
  • Three passes:

http://www.iryoku.com/smaa/

slide-18
SLIDE 18
slide-19
SLIDE 19
slide-20
SLIDE 20
slide-21
SLIDE 21

http://forums.anandtech.com/showthread.php?t=2266859

slide-22
SLIDE 22

Showing code...

slide-23
SLIDE 23

Thank you

Questions?