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This article explores filtering approaches to achieve real-time anti-aliasing (AA), focusing on Distance-to-Edge Anti-Aliasing (DEAA). Authored by Hugh Malan from CCP Games, it addresses common issues like undersampling in graphics, particularly regarding triangles thinner than a pixel and implications for organic shapes. The DEAA method improves edge quality in challenging scenarios like interpenetrating geometry and enhances effects like transparency with alpha-to-coverage. The findings offer valuable insights for optimizing graphical fidelity in real-time applications.
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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