Abstract
Anti-aliasing plays a decisive role in enhancing immersion experience in games and 3D visualization fields. In general, hardware anti-aliasing is not directly compatible with deferred shading. It is challenging to detect geometry edges accurately from sub-pixel to alleviate artifacts. In this paper, we propose an anti-aliasing algorithm of the #-filter anti-aliasing based on sub-pixel continuous edges. It can solve the geometry edges aliasing and the flicker problem in deferred shading. First, the geometry scene with multi-sampling anti-aliasing (MSAA) is rendered to a G-Buffer designed elaborately. Second, the geometry edges are detected on the sub-pixel-level. We mainly take advantage of the Chebyshev inequality to adaptively determine the edges from the probability statistic and the view frustum location. Third, the continuous geometry edges are reconstructed by a #-filter method. Finally, the edge pixels are shaded adaptively. The implementation demonstrates that our algorithm is efficient and scalable for generating high-quality anti-aliasing geometry and reducing shading calculation overhead.
Highlights
Anti-aliasing techniques play an essential role in games and 3D simulation applications to enhance immersion and reduce visual discomfort
We propose an anti-aliasing algorithm of the #-filter anti-aliasing based on sub-pixel continuous edges
The continuous sub-pixel edges are reconstructed by the #-filter method according to the whole geometry edges
Summary
Anti-aliasing techniques play an essential role in games and 3D simulation applications to enhance immersion and reduce visual discomfort They can solve the inharmonious factors: jaggies or scintillation. It is difficult to reconstruct the continuous edges because continuous information is lost in deferred shading. The forward rendering anti-aliasing is not compatible with deferred shading technology [2] because the geometry information lost after rasterization. In such a context, MSAA will be degenerated to SSAA and decrease its performance advantages. Edge pixels are determined by probability statistics and the object’s location in the view frustum. The continuous sub-pixel edges are reconstructed by the #-filter method according to the whole geometry edges. The normal and edge pixels are independently and adaptively shaded to solve shading thread consistency
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