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Page 1: Filtering Approaches for  Real-Time Anti-Aliasing

Filtering Approaches for Real-Time Anti-Aliasing

http://www.iryoku.com/aacourse/

Page 2: Filtering Approaches for  Real-Time Anti-Aliasing

Filtering Approaches for Real-Time Anti-Aliasing

Distance-to-edge AA (DEAA)

Hugh MalanCCP Games

[email protected]

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Results

Page 4: Filtering Approaches for  Real-Time Anti-Aliasing

Distance to edge

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Distance to edge

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Distance to edge

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Distance to edge

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The postprocess

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The postprocess

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Results

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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

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Other uses for the DEAA buffer

• Simulate transparency with alpha-to-coverage

• Better alpha-tested edges, eg foliage


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