Morphological Antialiasing

Started by
2 comments, last by EsorU 14 years ago
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
Advertisement
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.
Quote:Original post by EsorU
"Metro 2033" call it "Analytical Antialising"
Analytical 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.
@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

This topic is closed to new replies.

Advertisement