Surface based anti-aliasing
Marco Salvi, Kiril Vidimče
Symposium on Interactive 3D Graphics and Games, March 2012, pp. 159--164.
Abstract: We present surface based anti-aliasing (SBAA), a new approach to real-time anti-aliasing for deferred renderers that improves the performance and lowers the memory requirements for anti-aliasing methods that sample sub-pixel visibility. We introduce a novel way of decoupling visibility determination from shading that, compared to previous multi-sampling based approaches, significantly reduces the number of samples stored and shaded per pixel. Unlike post-process anti-aliasing techniques used in conjunction with deferred renderers, SBAA correctly resolves visibility of sub-pixel features, minimizing spatial and temporal artifacts.
@inproceedings{Salvi:2012:SBA,
author = {Marco Salvi and Kiril Vidimče},
title = {Surface based anti-aliasing},
booktitle = {Symposium on Interactive 3D Graphics and Games},
pages = {159--164},
month = mar,
year = {2012},
}
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