TXAA details
#2 Members - Reputation: 521
Posted 19 August 2012 - 11:43 PM
It seems to be hardware feature that can be enabled through nVidia Control Panel, not just shader code.
#3 GDNet+ - Reputation: 1731
Posted 19 August 2012 - 11:50 PM
What does that mean? Is "softer" good or bad? Or just different. I need to see hi-quality pictures. I ran google and found a flat out scary bench.TXAA approaches the quality of other high end, professional anti-aliasing algorithms, though the higher quality filtering used by TXAA does result in a softer image compared to the lower quality filtering of traditional MSAA
#4 Moderators - Reputation: 13533
Posted 19 August 2012 - 11:50 PM
[edit]Apparently you can ask to gain access to it, but nVidia is controlling it's use by only distributing a closed-source library that only works with specific nVidia drivers...
[/edit]Get library by emailing tlottes (me) at nvidia. Currently no OpenGL support (only DX11). Even though I written GL support into the library already, the driver work won't get scheduled until it becomes higher priority than all the other GL work going on. I'm assuming once the Windows GL driver gets support, this means Linux gets support too.
No, lots of people think the same thing about MLAA, FXAA, etc... because nVidia/ATI add them as hacky options in their control panels -- all these these options do is enable driver hacks that insert an extra post-processing step into existing games. This is usually a bad idea, and doesn't give as good results as when the game developer integrates MLAA/FXAA/TLAA/etc themselves (as they can perform it in the most optimal way, at the most correct point in their pipeline).It seems to be hardware feature that can be enabled through nVidia Control Panel, not just shader code.
TXAA is designed to produce as soft an image as possibly, which might make things too blurry in some cases; the point it to get a movie-like look instead of a realtime-CGI look. The 'T' means it's a temporal filter, which means it's designed to fix the case where you notice a jagged edge 'crawl' along an edges as the camera slowly moves -- it does this by greatly smoothing out almost-horizontal/vertical lines.What does that mean? Is "softer" good or bad? Or just different. I need to see hi-quality pictures. I ran google and found a flat out scary bench.TXAA approaches the quality of other high end, professional anti-aliasing algorithms, though the higher quality filtering used by TXAA does result in a softer image compared to the lower quality filtering of traditional MSAA
It's also a resizing filter, so you can render at a low, pixelated resolution, then upscale to full HD without introducing 'jaggies' (or render at higher resolution and downsample for extreme quality).
http://timothylottes...and-resize.html
http://timothylottes...out-stills.html
http://timothylottes...-txaa-info.html
http://timothylottes...479-driver.html
http://timothylottes...es-vs-film.html
[edit] Here's good video of the reduction in pixel-crawl: http://www.geforce.c...ret-world-txaa/
Edited by Hodgman, 20 August 2012 - 06:19 AM.
#5 Moderators - Reputation: 5418
Posted 20 August 2012 - 01:59 AM
If you're interested in this stuff I would suggest digging up some reading material on image processing and filtering. There's also some info about the filtering modes in RenderMan on Pixar's website.
Edited by MJP, 20 August 2012 - 02:00 AM.
#6 Members - Reputation: 128
Posted 20 August 2012 - 02:26 AM
if that is the result, it is no doubt the details cannot be found recently. Well, I just wait for them.AFAIK, Timothy Lottes hasn't published much info on TLAA yet -- he'll probably do so soon, seeing that the test-case (The Secret World) just came out, and it's in the new nVidia drivers. It's actually still a WIP R&D project.
among the approaches of anti-aliasing, post-processing method is an important way all the time. Recently, i am just curious about why it is the technique can only be used on the latest hardware, in other words, what kinds of module are added in it, and whether it can be implemented by relatively old versions of hardware and SDKs.If you're interested in this stuff I would suggest digging up some reading material on image processing and filtering. There's also some info about the filtering modes in RenderMan on Pixar's website.
#7 Members - Reputation: 373
Posted 20 August 2012 - 05:39 AM
#8 Moderators - Reputation: 5418
Posted 20 August 2012 - 02:34 PM
As for integration, they said that you just render with MSAA, then give it to a special function for performing the resolve. I think it also requires a velocity buffer if you want temporal reprojection, but they never said anything about additional edge detection passes.
#9 Members - Reputation: 373
Posted 21 August 2012 - 01:32 AM
Are the deferred passes rendered with MSAA? So I read all samples for a pixel from the multi-sample g-buffer and render to a multi-sample render target? Wouldn't all samples be the same then?As for integration, they said that you just render with MSAA, then give it to a special function for performing the resolve.






