Quote:What do you mean by the same blur? Because he is using an edge detection filter, he's only blurring the slight edges of objects, and so objects far away will have a slight blur around them, while objects up close will have more blurring because of the larger edge and width of the edge.
I just did some googling on deferred shading (not too experienced with it myself), but this paper describes that anti-aliasing technique in section 3.5.1. I have no practical experience with it, but I don't see why it wouldn't work.
Ok let me re-phrase this: with a fixed-size filter kernel, this does not work ... I tried it. If you can afford an adjustable filter kernel, I do not know how well this would work out, but on my target platform, this was not an option.
Let me explain this a bit more: a fixed-size filter kernel means, that the blur kernel always has the same size. This means if an object is far away, it will has this -let's say two pixel wide- blur. It just does not look good. Additionally the blur sometimes results in color bleeding.
One way to reduce this problem is to restrict the screenspace blur on a certain distance by checking the Z value in camera space and then let the Depth of Field do its job ...
But to get back to my intial point, let's say you run a filter kernel that only filters 2x2, you will see this if you know where to look for. Suddenly the edges of the characters look different than the character itself ...
I missed this paper completely ... thanks for the link. Looks great. I will have a good time reading it.