Filtering Approaches for Real-Time Anti-Aliasing http://www.iryoku.com/aacourse/
Dec 31, 2015
Filtering Approaches for Real-Time Anti-Aliasing
Distance-to-edge AA (DEAA)
Hugh MalanCCP Games
Problems
Undersampling:
• Triangles thinner than a pixel• Long, thin triangles - eg a very long quad• Foreshortened triangles near silhouettes of organic objects, such as
characters• Subpixel gaps
No distance-to-edge information:
• Interpenetrating geometry• Shadow edges• Texture aliasing