Full-screen anti-aliasing
Let''s say I don''t want to oversample. If I took my rendered image(512x512) and somehow alpha-blended it over itself a few times with a 1 pixel offset, how would this look? The reason I''m asking before doing is it will take me a bit of time to do it (I''m dumb). And, is there a better way along the same lines? I don''t want to oversample because of small video memory.
Any replies appreciated (except mean ones :p).
July 06, 2001 04:58 PM
It would look blurry, not anti-aliased. It would look just like you ran it through a simple blur filter in a photo-editing application.
I''ve no idea what you are rendering, but how about oversampling only where the contrast from one pixel to the next is high, above a certain threshold? This is how POV-Ray does it''s antialiasing. Pretty efficient.
I''ve no idea what you are rendering, but how about oversampling only where the contrast from one pixel to the next is high, above a certain threshold? This is how POV-Ray does it''s antialiasing. Pretty efficient.
Thx for the reponse. I have no idea how to oversample only sections efficiently. You would have to render normally, then test every pixel for high-contrast, then oversample. I think that would be too slow, unless there''s a nice hardware way of doing it. I''m slightly familiar with POV, but it''s a pre-renderer, isn''t it? I''m interested in real-time.
Sounds like you need to use some jittered rendering.
The basic idea is that you render the scene multiple times, moving the view matrix very slightly each time and then blend the results together to get an anti-aliased picture.
Instead of using separate buffers you should be able to do a similar effect with just rendering the same scene twice to the same buffer and blending the second jittered render in.
Anyway here is a link describing how to do anti-aliasing with an accumaltion buffer.
danack
Game production:
Good, quick, cheap: Choose two.
The basic idea is that you render the scene multiple times, moving the view matrix very slightly each time and then blend the results together to get an anti-aliased picture.
Instead of using separate buffers you should be able to do a similar effect with just rendering the same scene twice to the same buffer and blending the second jittered render in.
Anyway here is a link describing how to do anti-aliasing with an accumaltion buffer.
danack
Game production:
Good, quick, cheap: Choose two.
Game production:Good, quick, cheap: Choose two.
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