Morphological Antialiasing
Hi
MLAA looks fantastic and can solve some issues like no hardware AA support on DX9 when using deferred shading.
I what to create a post processing shader but i have some problems to understand these technique,
so any discussion, help, hint or code are welcome.
Thanks
Links:
Morphological Antialiasing paper by Alexander Reshetov from Intel Labs
http://visual-computing.intel-research.net/publications/publications.htm
Saboteur's PS3 anti-aliasing
http://www.eurogamer.net/articles/digitalfoundry-saboteur-aa-blog-entry
Screen-space AA on GPUs
http://forum.beyond3d.com/showthread.php?p=1367391
Some more pictures and videos
http://forum.beyond3d.com/showthread.php?t=55634&page=7
"Metro 2033" call it "Analytical Antialising"
http://www.eurogamer.net/articles/metro-2033-4a-engine-impresses-blog-entry
You can download the source-code from here:
http://visual-computing.intel-research.net/publications/publications.htm
Be aware though that this technique was designed for CPUs or compute-shaders on GPUs.
http://visual-computing.intel-research.net/publications/publications.htm
Be aware though that this technique was designed for CPUs or compute-shaders on GPUs.
Quote:Original post by EsorUAnalytical AA resolves coverage mathematically, without resorting to sampling. No game does analytical antialiasing, so whoever is making that claim doesn't know what they're talking about.
"Metro 2033" call it "Analytical Antialising"
@Hodgman
Well i know the source code, but to read an SSE and compute shader optimised source makes it not easier to understand.
What i want to do is a "normal" post shader and realize how it works.
The edge detecting is not that problem but how to calculate slope/weight even more.
Described here >http://forum.beyond3d.com/showthread.php?p=1367391<.
@Christer Ericson
Thanks for that info, maybe AAA sounds better than MLAA :D
Well i know the source code, but to read an SSE and compute shader optimised source makes it not easier to understand.
What i want to do is a "normal" post shader and realize how it works.
The edge detecting is not that problem but how to calculate slope/weight even more.
Described here >http://forum.beyond3d.com/showthread.php?p=1367391<.
@Christer Ericson
Thanks for that info, maybe AAA sounds better than MLAA :D
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