Transcript PPTX
Filtering Approaches for Real-Time Anti-Aliasing http://www.iryoku.com/aacourse/ Filtering Approaches for Real-Time Anti-Aliasing Distance-to-edge AA (DEAA) Hugh Malan CCP Games [email protected] Results Distance to edge Distance to edge Distance to edge Distance to edge The postprocess The postprocess Results 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 Other uses for the DEAA buffer • Simulate transparency with alpha-to-coverage • Better alpha-tested edges, eg foliage