Filtering approaches for real-time anti-aliasing

  • Authors:
  • Jorge Jimenez;Diego Gutierrez;Jason Yang;Alexander Reshetov;Pete Demoreuille;Tobias Berghoff;Cedric Perthuis;Henry Yu;Morgan McGuire;Timothy Lottes;Hugh Malan;Emil Persson;Dmitry Andreev;Tiago Sousa

  • Affiliations:
  • -;-;-;-;-;-;-;-;-;-;-;-;-;-

  • Venue:
  • ACM SIGGRAPH 2011 Courses
  • Year:
  • 2011

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Abstract

For more than a decade, supersample anti-aliasing (SSAA) and multisample anti-aliasing (MSAA) have been the gold-standard anti-aliasing solutions in games. However, these techniques are not well suited for deferred shading or fixed environments like the current generation of consoles. In recent years, industry and academia have been exploring alternative approaches, where anti-aliasing is performed as a post-processing step. The original, CPU-based morphological anti-aliasing (MLAA) method gave birth to an explosion of real-time anti-aliasing techniques that rival MSAA. Most of these techniques share concepts and ideas, so the main goal of this course is to establish a conceptual link between them, identifying novelties and differences. The presenters explain how sub-pixel data can be used to improve quality and performance tradeoffs at post-processing steps, which is a cutting-edge research area today. The course includes an overview of both research and industry filter-based anti-aliasing techniques in games for all modern platforms (AMD and NVIDIA GPUs, PlayStation 3, and Xbox 360), low-level insight to ease adoption of these techniques and give attendees a complete concept-to-implementation roadmap, and deep quality, performance, and ease-of-integration comparisons of each technique.