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Filtering Approaches for Real-Time Anti-Aliasing

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 hmalan@ccpgames.com. Results. Distance to edge. Distance to edge. Distance to edge.

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Filtering Approaches for Real-Time Anti-Aliasing

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  1. Filtering Approaches for Real-Time Anti-Aliasing http://www.iryoku.com/aacourse/

  2. Filtering Approaches for Real-Time Anti-Aliasing Distance-to-edge AA (DEAA) Hugh Malan CCP Games hmalan@ccpgames.com

  3. Results

  4. Distance to edge

  5. Distance to edge

  6. Distance to edge

  7. Distance to edge

  8. The postprocess

  9. The postprocess

  10. Results

  11. 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 • Subpixelgaps No distance-to-edge information: • Interpenetrating geometry • Shadow edges • Texture aliasing

  12. Other uses for the DEAA buffer • Simulate transparency with alpha-to-coverage • Better alpha-tested edges, eg foliage

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