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Antialiasing


Andrew Katrich
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Just to add, this is a post-process technique that blurs the edges a little.

 

I was wondering about a technique that uses a buffer larger than the viewport, then drawing that buffer into the viewport. Wouldn't that achieve sub-pixel accuracy? I think this is how Gran Turison 2 on PS2 handled full screen AA. The disadvantage is the bigger memory requirement when all the various buffers are quite large already.

 

The different buffer stages don't need to be the same size though do they?

 

Just a thought.

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Just to add, this is a post-process technique that blurs the edges a little.

 

I was wondering about a technique that uses a buffer larger than the viewport, then drawing that buffer into the viewport. Wouldn't that achieve sub-pixel accuracy? I think this is how Gran Turison 2 on PS2 handled full screen AA. The disadvantage is the bigger memory requirement when all the various buffers are quite large already.

 

The different buffer stages don't need to be the same size though do they?

 

Just a thought.

You can do that, but it increases texture bandwidth usage. Hardware antialiasing achieves the same effect by performing the pixel shader on more than one pixel, and averaging the results, so you don't have the bandwidth issues. Hardware antialiasing will be supported in version 3.0.

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You can do that, but it increases texture bandwidth usage. Hardware antialiasing achieves the same effect by performing the pixel shader on more than one pixel, and averaging the results, so you don't have the bandwidth issues. Hardware antialiasing will be supported in version 3.0.

 

Well thanks, then I'll wait for version 3.0 and buy it.

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