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Published byIliana Pagett Modified over 9 years ago
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Filtering Approaches for Real-Time Anti-Aliasing http://www.iryoku.com/aacourse/
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Filtering Approaches for Real-Time Anti-Aliasing Distance-to-edge AA (DEAA) Hugh Malan CCP Games hmalan@ccpgames.com
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Results
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Distance to edge
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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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