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Symposium on Interactive 3D Graphics and Games 2011
DOI: 10.1145/1944745.1944748
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Subpixel reconstruction antialiasing for deferred shading

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Cited by 26 publications
(16 citation statements)
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“…These render passes implement the effective shading and lighting for every pixel as well as other screen-space post processing operations such as e.g. antialiasing [Chajdas et al 2011] or ambient occlusion [Bavoil and Sainz 2008]. Building up a deferred shading pipeline raises on one hand the GPU memory consumption for additional texture layers, and on the other hand the pixel fill rate because many more images are produced than effectively used as final output frames.…”
Section: Deferred Shadingmentioning
confidence: 99%
“…These render passes implement the effective shading and lighting for every pixel as well as other screen-space post processing operations such as e.g. antialiasing [Chajdas et al 2011] or ambient occlusion [Bavoil and Sainz 2008]. Building up a deferred shading pipeline raises on one hand the GPU memory consumption for additional texture layers, and on the other hand the pixel fill rate because many more images are produced than effectively used as final output frames.…”
Section: Deferred Shadingmentioning
confidence: 99%
“…Therefore, MLAA is a postprocessing step, and it easily integrates nearly in any rendering pipeline. Techniques, such as FXAA [11], SRAA [12], and SMAA [13] further improve MLAA. All these techniques exhibit good image quality, while adding only little overhead.…”
Section: Previous Workmentioning
confidence: 99%
“…For a survey of the most recent morphological and filtering based techniques see the course notes from Jimenez et al [2011]. Lastly, sub-pixel reconstruction anti-aliasing significantly improves upon post-processing methods by evaluating visibility at super-resolution while limiting shading to one sample per pixel [Chajdas et al 2011].…”
Section: Related Workmentioning
confidence: 99%