Tag: anti-aliasing

Improved Shader and Texture Level of Detail Using Ray Cones

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Correlation-Aware Semi-Analytic Visibility for Antialiased Rendering

CWML18
Geometric aliasing is a persistent challenge for real-time rendering. Hardware multisampling remains limited to 8 × , analytic coverage fails to capture correlated visibility samples, and spatial and temporal postfiltering primarily target edges of superpixel primitives. We describe a novel semi-analytic representation of coverage designed to make progress on geometric antialiasing for subpixel primitives and pixels containing many edges while handling correlated subpixel coverage. Although not yet fast enough to deploy, it crosses three critical thresholds: image quality comparable to 256× MSAA, faster than 64× MSAA, and constant space per pixel.

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Aggregate G-Buffer Anti-Aliasing in Unreal Engine 4

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The SGGX microflake distribution

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