The Reyes image rendering architecture
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Antialiased ray tracing by adaptive progressive refinement
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
The accumulation buffer: hardware support for high-quality rendering
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Ten More Unsolved Problems in Computer Graphics
IEEE Computer Graphics and Applications
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
The progression of realism in computer generated images
ACM '77 Proceedings of the 1977 annual conference
Proceedings of the Conference on High Performance Graphics 2009
Subpixel reconstruction antialiasing for deferred shading
I3D '11 Symposium on Interactive 3D Graphics and Games
Filtering approaches for real-time anti-aliasing
ACM SIGGRAPH 2011 Courses
A Survey of Nonlinear Prefiltering Methods for Efficient and Accurate Surface Shading
IEEE Transactions on Visualization and Computer Graphics
SMAA: Enhanced Subpixel Morphological Antialiasing
Computer Graphics Forum
Real-time concurrent linked list construction on the GPU
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Hi-index | 0.00 |
Existing GPU antialiasing techniques, such as MSAA or MLAA, focus on reducing aliasing artifacts along silhouette boundaries or edges in image space. However, they neglect aliasing from shading in case of high-frequency geometric detail. This may lead to a shading aliasing artifact that resembles Bailey's Bead Phenomenon-the degradation of continuous specular highlights to a string of pearls. These types of artifacts are particularly striking for high-quality surfaces. So far, the only way of removing aliasing from shading is by globally supersampling the entire image with a large number of samples. However, globally supersampling the image is slow and significantly increases bandwidth consumption. We propose three adaptive approaches that locally supersample triangles only where necessary on the GPU. Thereby, we efficiently remove artifacts from shading while aliasing along silhouettes is reduced by efficient hardware MSAA.