The Reyes image rendering architecture
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Comprehensible rendering of 3-D shapes
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
ACM SIGGRAPH 2007 papers
Image-Based Proxy Accumulation for Real-Time Soft Global Illumination
PG '07 Proceedings of the 15th Pacific Conference on Computer Graphics and Applications
Image-space horizon-based ambient occlusion
ACM SIGGRAPH 2008 talks
Proceedings of the Conference on High Performance Graphics 2009
A directionally adaptive edge anti-aliasing filter
Proceedings of the Conference on High Performance Graphics 2009
Inferred lighting: fast dynamic lighting and shadows for opaque and translucent objects
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Geometry-aware framebuffer level of detail
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Interactive, multiresolution image-space rendering for dynamic area lighting
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Filtering approaches for real-time anti-aliasing
ACM SIGGRAPH 2011 Courses
Decoupled deferred shading for hardware rasterization
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
SMAA: Enhanced Subpixel Morphological Antialiasing
Computer Graphics Forum
Reducing aliasing artifacts through resampling
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
Technical Section: Solving aliasing from shading with selective shader supersampling
Computers and Graphics
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Subpixel Reconstruction Antialiasing (SRAA) combines singlepixel (1x) shading with subpixel visibility to create antialiased images without increasing the shading cost. SRAA targets deferred-shading renderers, which cannot use multisample antialiasing. SRAA operates as a post-process on a rendered image with superresolution depth and normal buffers, so it can be incorporated into an existing renderer without modifying the shaders. In this way SRAA resembles Morphological Antialiasing (MLAA), but the new algorithm can better respect geometric boundaries and has fixed runtime independent of scene and image complexity. SRAA benefits shading-bound applications. For example, our implementation evaluates SRAA in 1.8ms (1280x720) to yield antialiasing quality comparable to 4-16x shading. Thus SRAA would produce a net speedup over supersampling for applications that spend 1 ms or more on shading; for comparison, most modern games spend 5-10ms shading. We also describe simplifications that increase performance by reducing quality.