Aggregate G-buffer anti-aliasing
Cyril Crassin, Morgan McGuire, Kayvon Fatahalian, Aaron Lefohn
Proceedings of the 19th Symposium on Interactive 3D Graphics and Games, 2015, pp. 109--119.
Abstract: We present Aggregate G-Buffer Anti-Aliasing (AGAA), a new technique for efficient anti-aliased deferred rendering of complex geometry using modern graphics hardware. In geometrically complex situations, where many surfaces intersect a pixel, current rendering systems shade each contributing surface at least once per pixel. As the sample density and geometric complexity increase, the shading cost becomes prohibitive for real-time rendering. Under deferred shading, so does the required framebuffer memory. AGAA uses the rasterization pipeline to generate a compact, pre-filtered geometric representation inside each pixel. We then shade this at a fixed rate, independent of geometric complexity. By decoupling shading rate from geometric sampling rate, the algorithm reduces the storage and bandwidth costs of a geometry buffer, and allows scaling to high visibility sampling rates for anti-aliasing. AGAA with 2 aggregate surfaces per-pixel generates results comparable to 8x MSAA, but requires 30% less memory (45% savings for 16x MSAA), and is up to 1.3x faster.
Article URL: http://doi.acm.org/10.1145/2699276.2699285
BibTeX format:
@inproceedings{10.1145-2699276.2699285,
  author = {Cyril Crassin and Morgan McGuire and Kayvon Fatahalian and Aaron Lefohn},
  title = {Aggregate G-buffer anti-aliasing},
  booktitle = {Proceedings of the 19th Symposium on Interactive 3D Graphics and Games},
  pages = {109--119},
  year = {2015},
}
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