Multisample Anti-Aliasing has been the holy grail solution in games for many years. But unfortunately,
it's not always applicable. The more multi-pass and deferred techniques we put in place, to keep
increasing visual complexity, the more costly it becomes. Especially on consoles, directly and indirectly,
when adjusting for all the post-processing effects.
"Anti-Aliasing From a Different Perspective" is a story behind Directionally Localized Anti-Aliasing. It shows
how a technical problem of anti-aliasing could be solved in an artistic way. By going through a
series of prototypes, failures and successes, geting to the final idea of the algorithm and its console
specific implementation details.
The proposed solution is a novel anti-aliasing technique which was used in The Force Unleashed 2.
It is designed with simplicity in mind, that makes it GPU and CPU friendly and allows to have efficient
implementations on modern gaming consoles such as the PlayStation3 and XBox360. It is temporally
stable and very effective, offering very high quality to performance ratio.
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