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

Read more

Summary

Introduction

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

Related Work
Algorithm and Features
Render Scene Geometry to G-Buffer
A Channel
Separate Normal and Edge Pixels
Reconstruct Continuous Edge and Adaptively Shade
Results
Conclusions and Future Work
Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.