Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2012
DOI: 10.1145/2159616.2159643
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Surface based anti-aliasing

Abstract: Figure 1: From left to right: 8x super-sample anti-aliasing (SSAA), 8x multi-sample anti-aliasing (MSAA) and surface-based anti-aliasing (SBAA) with 8 visibility and 2 surface samples per pixel. The circles represent visibility samples, while the blue and red discs represent shading samples from two different surfaces. The four red primitives sharing the same vertex are part of the same foreground surface. Our MERGE2 algorithm exploits this configuration and shades only one sample for all four red primitives w… Show more

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Cited by 16 publications
(15 citation statements)
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“…As with some previous approaches [Salvi and Vidimče 2012;Kerzner and Salvi 2014], our algorithm exploits the fact that we cannot distinguish many distinct surfaces within a pixel, by merging similar fragments together to reduce the number of per-sample : (a,b,c) projecting the triangle onto the pixel plane in either perspective space or normalized device coordinates, (d,e,f) using each edge to index into a lookup table to determine coverage for a half plane, and bitwise AND the three edge coverages to get the fragment's sub-pixel coverage map.…”
Section: Merging Heuristics and First Merge Attemptmentioning
confidence: 77%
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“…As with some previous approaches [Salvi and Vidimče 2012;Kerzner and Salvi 2014], our algorithm exploits the fact that we cannot distinguish many distinct surfaces within a pixel, by merging similar fragments together to reduce the number of per-sample : (a,b,c) projecting the triangle onto the pixel plane in either perspective space or normalized device coordinates, (d,e,f) using each edge to index into a lookup table to determine coverage for a half plane, and bitwise AND the three edge coverages to get the fragment's sub-pixel coverage map.…”
Section: Merging Heuristics and First Merge Attemptmentioning
confidence: 77%
“…We compare, variously, with SBAA using "merge" strategy and 4 surfaces per pixel [Salvi and Vidimče 2012], 8× MSAA, and a 512× samples per pixel ground truth. …”
Section: Discussionmentioning
confidence: 99%
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“…Our work improves on the approach of Salvi et al [2012], which analyses the results of dense geometry sampling during rasterization to identify and retain exactly one fragment from the n "most important" surfaces per pixel. However their method discards information from all other surfaces, which leads to aliasing in situations where many surfaces contribute to a pixel's appearance.…”
Section: Related Workmentioning
confidence: 99%