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GaryNas

Line anti-aliasing

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I was just looking at an article from GPU Gems 2 about line anti-aliasing and I'm a bit confused by it. The article is at - http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter22.html The major issue is that this algorithm only operates on one line at a time. Meaning if I have a scene with 3,000 lines in it, that will be 3,000 draw calls. Does anyone have any further suggestions on line anti-aliasing that take this sort of approach?

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I had a quick read of that paper and it does seem to be very light on details regarding multiple lines. It's strange as, for the very reasons you point out, it almost becomes impractical to use it for any real-world scene!

From the footer it looks like it was authored in 2004 which from memory was before post-processing really kicked off. I'd suspect a more general screen-space post-processing pass would suit this algorithm. Rendering the geometry to build up the input buffer and performing the gaussian blurs all at the same time.

Does regular hardware-AA not suit you? MSAA quality changes with almost every GPU revision, so the comments/examples in that article are way out of date now.


hth
Jack

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