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This paper presents advanced filtering techniques aimed at enhancing real-time anti-aliasing, specifically focusing on the Distance-to-Edge Anti-Aliasing (DEAA) method developed by Hugh Malan of CCP Games. It discusses the challenges of undersampling, including issues related to thin triangles, long quads, and subpixel gaps. Additionally, the paper explores the DEAA buffer's utility in simulating transparency with alpha-to-coverage and improving alpha-tested edges like foliage. The findings aim to optimize graphics rendering in real-time applications and improve visual fidelity.
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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
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
Other uses for the DEAA buffer • Simulate transparency with alpha-to-coverage • Better alpha-tested edges, eg foliage