Practical Morphological Anti-Aliasing on the GPU (PC and Xbox 360)

Started by
18 comments, last by mikiex 13 years, 3 months ago
It works on a color buffer alone? That's nice, and it means it should be possible to hack/mod existing games that are unable to use MSAA to use MLAA.
Advertisement
Quote:Original post by mokaschitta
at the bars in the top right of the image you can really see how much better the new approach looks
I'm guessing those bars are rendered using an alpha-tested texture (without alpha-to-coverage), which would explain why MSAA doesn't seem to soften them at all.
Quote:Original post by Hodgman
Quote:Original post by mokaschitta
at the bars in the top right of the image you can really see how much better the new approach looks
I'm guessing those bars are rendered using an alpha-tested texture (without alpha-to-coverage), which would explain why MSAA doesn't seem to soften them at all.


Yeah, right :)
Quote:Original post by Hodgman
Quote:Original post by mokaschitta
at the bars in the top right of the image you can really see how much better the new approach looks
I'm guessing those bars are rendered using an alpha-tested texture (without alpha-to-coverage), which would explain why MSAA doesn't seem to soften them at all.


Yeah, that's the case, the bars are alpha tested, so they aren't antialiased with MSAA. Maybe it's not the most fair example, but we chose it because the image was cool. In the movie there are other examples to look at.
I knew someone would get to doing this! Great work guys.

Any vague timeline of when you will release a demo?

[Edited by - Chris Reynolds on October 11, 2010 4:14:09 PM]
We will probably release the demo in a few days, and the source code with the book release in March.
Speak of the devil,

I just happened to I think be looking for a similar (albeit CPU / meager) solution for image processing purposes. And just happened to have just made a post (http://www.gamedev.net/community/forums/topic.asp?topic_id=586188) on this very same board before checking out this thread in a tab I'd opened up.

Feel free to drop in anytime.

To add to this there is a GLSL version available that I believe is similar (if not the same, not sure)if people are itching to play around with some code.
The comments are in French though.
http://igm.univ-mlv.fr/~biri/mlaa-gpu/


Did you try this one? I want to convert this from GLSL to HLSL... Is this is an easy job??
Any comments will be appreciated

'SuperRad' said:

To add to this there is a GLSL version available that I believe is similar (if not the same, not sure)if people are itching to play around with some code.
The comments are in French though.
http://igm.univ-mlv.fr/~biri/mlaa-gpu/


Did you try this one? I want to convert this from GLSL to HLSL… Is this is an easy job??
Any comments will be appreciated


I based my initial hlsl implementation off of that and found it relatively easy to work through. You can take a look at my experiments (including the hlsl code) with mlaa here: http://divergentcode...g/antialiasing/
I'm more than happy to answer any questions about it as well.
I know this thread is quite old and MLAA is an important and great bit of tech. The only issue I see is this part "in the Xbox it only requires 3.79ms to perform anti-aliasing on a 720p image"
Regardless of the quality you can best compare this with the memory requirements of 2xMSAA on the Xbox, there is some confusion for me with which MSAA on the Xbox is being compared.
8xMSAA? this is not possible, or maybe impractical for this platform. 3.79ms is quite a large amount of time 11% @ 30fps. The obvious advantage of MLAA on PS3 is that it can be done on the cell processor.

I am wondering how this implmentation of MLAA compares to 2xMSAA and 4xMSAA on the Xbox.

Keep up the good work!

edit - ok re-reading this I guess the tests are alreay 4xmsaa on xbox?

This topic is closed to new replies.

Advertisement