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Anti-Aliasing From a Different Perspective. Presented at Game Developers Conference 2011 on Friday, March 4 | 3:30 PM – 3:55 PM | ROOM 3006, West Hall 3rd Fl. Video and audio are available at Additional material is available at http://and.intercon.ru/releases/talks/dlaagdc2011 [The following commentaries and notes are intended to explain the talk in more detail.] |
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Well, blurring the whole thing vertically makes the vertical edge look pretty good, but obviously not the rest. It only makes sense to do it on the edge only. |
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The closer we get to the long edge case, the higher the response of the detector is. And it could be used as a blending mask for wider blur, in the exact same way we did it for short edges. |
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References Reshetov A. 2009. Morphological Antialiasing. In Proceeding of HPG. Jiminez J., Masia B., Echevarria J., Navarro F., Gutierrez D. 2011. Practical Morphological Anti-Aliasing. GPU Pro 2. Chajdas M., McGuire M., Luebke D. 2011. Subpixel Reconstruction Antialiasing. In I3D. Kaplanyan A. 2010. Hybrid Anti-Aliasing. At SIGGRAPH. Shishkovtsov O. 2005. Deferred Shading in S.T.A.L.K.E.R. GPU Gems 2. Morphological Antialiasing in God of War III (Real-Time Rendering) 2010. The Anti-Aliasing Effect (Digital Foundry) 2010. LucasArts explains Force Unleashed II tech (Digital Foundry) 2010. |
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I would like to thank my friends and colleagues for their criticism and support, anti-aliasing community for ideas and inspiration, and you, for your time. For any questions feel free to email me at andcoder@gmail.com |