Jump to content
  • Advertisement
Sign in to follow this  
TheArmchairPhysicist

point-cloud aliasing

This topic is 3033 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi,

If anyone has any experience with point-based rendering, I have a quick question for you.

I'm coding for a survival horror project called Raindrop, formerly a half-life 2 mod, now on OGRE 3D. Doubt you've heard of it, but who knows ;). Anyway, right now I'm working on a unified shader that generates a point cloud of an entire mesh and casts rays through it. I end up with something along the lines of this: http://a.imageshack.us/img20/9940/screenshot5ya.png, wherein you can see aliasing artifacts around the hands as well as the face/forehead.

I can confirm that the bug comes from somewhere in a geometry shader that generates a bunch of points...it's essentially a way to cast rays into a scene using a holographic representation in an MRT, I'm able to share details on that if needed. The colors are right, fairly smooth/spatially coherent, so I'm fairly certain it's the fact that I'm not using a shader to do EWA interpolation. However, as I understand it, EWA interpolation is rather expensive; thus, it will not suit me in this case. Has anybody seen something like this before? What anti-aliasing scheme would work best here? I appreciate any insight.

Many thanks and best regards,

Kevin Daley
contact (at) raindrop-game.com

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!