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Anti-aliasing, never written a shader before #249517
02/03/09 01:54
02/03/09 01:54
Joined: Aug 2003
Posts: 716
Canada, Toronto
thegamedesigner Offline OP
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thegamedesigner  Offline OP
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Canada, Toronto
Hello, I need to increase the anti-aliasing on a pure black model I have, because it is against a pure white background, so it really shows all the aliasing.

Is there a shader for this?

Is this something one would use shaders for?

I have A6 pro.

Thanks for any and all advice,
-Michael.


My games - www.spyeart.com
Re: Anti-aliasing, never written a shader before [Re: thegamedesigner] #249548
02/03/09 09:35
02/03/09 09:35
Joined: Jan 2003
Posts: 4,615
Cambridge
Joey Offline
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Joey  Offline
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anti-aliasing is not done in shaders. you could still do some blurring with a post-processing shader, but you'd need a7 for that. i'm not sure if there are some kind of per-object blurring shaders - maybe with a vertex shader similar to one of the fur shaders.

Re: Anti-aliasing, never written a shader before [Re: Joey] #249646
02/03/09 16:12
02/03/09 16:12
Joined: Aug 2003
Posts: 716
Canada, Toronto
thegamedesigner Offline OP
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thegamedesigner  Offline OP
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Ok, thanks. I'll keep looking.


My games - www.spyeart.com
Re: Anti-aliasing, never written a shader before [Re: Joey] #249716
02/03/09 20:40
02/03/09 20:40
Joined: Jul 2001
Posts: 6,904
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HeelX Offline
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HeelX  Offline
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Originally Posted By: Joey
anti-aliasing is not done in shaders. you could still do some blurring with a post-processing shader, but you'd need a7 for that. i'm not sure if there are some kind of per-object blurring shaders - maybe with a vertex shader similar to one of the fur shaders.


Why not, just render everything bigger in a target and run a postprocessing shader that scales it down to the selected resolution with a sophisticated algorithm.

Re: Anti-aliasing, never written a shader before [Re: HeelX] #249803
02/04/09 11:37
02/04/09 11:37
Joined: Jan 2003
Posts: 4,615
Cambridge
Joey Offline
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Joey  Offline
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yep, but that's way slower than native anti-aliasing. for 4x ssaa with optimized chain, 1024x768 you'd need a 4096x3072 render target (try to render that in a7), downsample it to 1024x768, which makes 16 texture lookups per downsampled pixel.

i've not found a proper implementation of shader-based antialiasing in the net. there are almost always drawbacks in terms of quality.

Re: Anti-aliasing, never written a shader before [Re: Joey] #250806
02/09/09 21:25
02/09/09 21:25
Joined: Apr 2008
Posts: 235
TEXCOORD3
Foxfire Offline
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Foxfire  Offline
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what I do is simple:
1) post-process the view and output the depth outlines
2) blur the previous stage only where there are outlines

its simple and relativley cheap (almost as cheap as hardware AA if you do it right)
you can also save speed by rendering to a 1 channel only texture for part 1.

-Mike-


http://www.groundtacticsgame.com/
Alienware m17x R Custom laptop
specs:
Intel Core 2 Extreme Quad CPU Q9300
2x Nvidia 280GTX 2GB vram
6GB ddr3 memory@ 1333Mhz
512GB SSD
1200p 17' screen
runs Crysis Warhead on max settings at 1200p at 90 fps
Re: Anti-aliasing, never written a shader before [Re: Foxfire] #250807
02/09/09 21:29
02/09/09 21:29
Joined: Apr 2008
Posts: 235
TEXCOORD3
Foxfire Offline
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Foxfire  Offline
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Btw, rendering into a screen much larger than say 1440x900 is LETHAL to framerate, especially when rendering color (you can get away with about twice the size if you use a shadow map texture with colorwriteenable set to false) This is mainly because most current hardware is not set up to handle this many pixels at once and must parce the rendering job out over additional passes automatically in run time.


http://www.groundtacticsgame.com/
Alienware m17x R Custom laptop
specs:
Intel Core 2 Extreme Quad CPU Q9300
2x Nvidia 280GTX 2GB vram
6GB ddr3 memory@ 1333Mhz
512GB SSD
1200p 17' screen
runs Crysis Warhead on max settings at 1200p at 90 fps
Re: Anti-aliasing, never written a shader before [Re: Foxfire] #250919
02/10/09 18:24
02/10/09 18:24
Joined: Jul 2001
Posts: 6,904
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HeelX Offline
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HeelX  Offline
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I had this filter idea in mind for some weeks now through one of my courses in which we discussed image filtering. Can you show some comparison screens? The problem I see are not just depth edges but texture based sharp lines, too.

Re: Anti-aliasing, never written a shader before [Re: Joey] #250987
02/11/09 03:31
02/11/09 03:31
Joined: Feb 2006
Posts: 2,185
mpdeveloper_B Offline
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Originally Posted By: Joey
anti-aliasing is not done in shaders. you could still do some blurring with a post-processing shader, but you'd need a7 for that. i'm not sure if there are some kind of per-object blurring shaders - maybe with a vertex shader similar to one of the fur shaders.


That's not true, the view uses a false 3d plane to render from, and since you can do ppes by using and editing the render buffer then you would be able to make anti-aliasing the same way you could anything else.


- aka Manslayer101
Re: Anti-aliasing, never written a shader before [Re: mpdeveloper_B] #251207
02/11/09 22:30
02/11/09 22:30
Joined: Jan 2003
Posts: 4,615
Cambridge
Joey Offline
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Joey  Offline
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and how should that work?

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