 | Aggregate G-Buffer Anti-Aliasing Crassin, Cyril; McGuire, Morgan; Fatahalian, Kayvon; Lefohn, Aaron ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D) --
IEEE Transactions on Visualization and Computer Graphics (TVCG) - October 2016, ACM, IEEE, 2015. (Inproceeding) (Abstract | Links | BibTeX | Tags: anti-aliasing, pre-filtering, aggregate, shading, deferred) @inproceedings{CMFL15, name = {Aggregate G-Buffer Anti-Aliasing}, author = {Crassin, Cyril and McGuire, Morgan and Fatahalian, Kayvon and Lefohn, Aaron}, url = {http://research.nvidia.com/publication/aggregate-g-buffer-anti-aliasing, NVIDIA Research page http://dl.acm.org/citation.cfm?id=2699285, ACM Library page http://www.icare3d.org/research/publications/CMFL15/AGAA_Extended_TVCG2016_AuthorsVersion.pdf, TVCG Extended version - October 2016 - Authors Version http://research.nvidia.com/sites/default/files/publications/AGAA_I3D2015_authors.pdf, Paper authors version http://www.icare3d.org/research/publications/CMFL15/AGAA_I3D2015_Final_Web.pdf, Slides PDF http://www.icare3d.org/research/publications/CMFL15/AGAA_I3D2015_Final_Web.pptx, Slides PPTX http://files.icare3d.org/AGAA/AGAA_I3D15_HighQ.mkv, High quality video (MKV)}, year = {2015}, date = {2015-02-10}, booktitle = {ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D) -- IEEE Transactions on Visualization and Computer Graphics (TVCG) - October 2016}, journal = {ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D)}, publisher = {ACM, IEEE}, abstract = {We present Aggregate G-Buffer Anti-Aliasing (AGAA), a new technique for efficient anti-aliased deferred rendering of complex geometry using modern graphics hardware. In geometrically complex situations where many surfaces intersect a pixel, current rendering systems shade each contributing surface at least once per pixel. As the sample density and geometric complexity increase, the shading cost becomes prohibitive for real-time rendering. Under deferred shading, so does the required framebuffer memory. Our goal is to make high per-pixel sampling rates practical for real-time applications by substantially reducing shading costs and per-pixel storage compared to traditional deferred shading. AGAA uses the rasterization pipeline to generate a compact, pre-filtered geometric representation inside each pixel. We shade this representation at a fixed rate, independent of geometric complexity. By decoupling shading rate from geometric sampling rate, the algorithm reduces the storage and bandwidth costs of a geometry buffer, and allows scaling to high visibility sampling rates for anti-aliasing. AGAA with 2 aggregates per-pixel generates results comparable to 32x MSAA, but requires 54% less memory and is up to 2.6x faster (~30% less memory and 1.7x faster for 8x MSAA).}, keywords = {anti-aliasing, pre-filtering, aggregate, shading, deferred} }
We present Aggregate G-Buffer Anti-Aliasing (AGAA), a new technique for efficient anti-aliased deferred rendering of complex geometry using modern graphics hardware. In geometrically complex situations where many surfaces intersect a pixel, current rendering systems shade each contributing surface at least once per pixel. As the sample density and geometric complexity increase, the shading cost becomes prohibitive for real-time rendering. Under deferred shading, so does the required framebuffer memory. Our goal is to make high per-pixel sampling rates practical for real-time applications by substantially reducing shading costs and per-pixel storage compared to traditional deferred shading. AGAA uses the rasterization pipeline to generate a compact, pre-filtered geometric representation inside each pixel. We shade this representation at a fixed rate, independent of geometric complexity. By decoupling shading rate from geometric sampling rate, the algorithm reduces the storage and bandwidth costs of a geometry buffer, and allows scaling to high visibility sampling rates for anti-aliasing. AGAA with 2 aggregates per-pixel generates results comparable to 32x MSAA, but requires 54% less memory and is up to 2.6x faster (~30% less memory and 1.7x faster for 8x MSAA). |