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Re: Anti-aliasing, never written a shader before [Re: Foxfire] #251364
02/12/09 19:06
02/12/09 19:06
Joined: Feb 2006
Posts: 2,185
mpdeveloper_B Offline
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mpdeveloper_B  Offline
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Joined: Feb 2006
Posts: 2,185
Originally Posted By: Foxfire
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



- aka Manslayer101
Re: Anti-aliasing, never written a shader before [Re: mpdeveloper_B] #251376
02/12/09 19:44
02/12/09 19:44
Joined: Jan 2003
Posts: 4,615
Cambridge
Joey Offline
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Joey  Offline
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Posts: 4,615
Cambridge
well if that's anti-aliasing for you =).

Re: Anti-aliasing, never written a shader before [Re: Joey] #251380
02/12/09 19:59
02/12/09 19:59
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Posts: 2,713
Lübeck
It is a way to reduce aliasing, isn´t it? -> It is anti-aliasing wink
I think that the two already mentioned ways are the ones which could be used and I think the way with edge detection is, what is used in most defered shading pipelines for anti-aliasing. It should be quite fast, but probably isn´t as good as multi- or supersampling.

Re: Anti-aliasing, never written a shader before [Re: Slin] #251506
02/13/09 12:26
02/13/09 12:26
Joined: Jan 2003
Posts: 4,615
Cambridge
Joey Offline
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Joey  Offline
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Posts: 4,615
Cambridge
basically, in deferred shading, you can take further samples yourself:

Quote:
For those who have normal stored in their G-Buffer, here is an idea on how you can get really high quality anti-aliasing with a image space post process, without using hardware anti-aliasing. First take the per pixel normal, project into screen space, and re-normalize. Then take this screen space normal, and rotate 90 degrees (compute the vector perpendicular to the screen space normal). This perpendicular vector will be in the direction of the strongest "edge" at the pixel. Now like screen space motion blur, sample from the screen in the direction of this perpendicular vector, and intellegently take a weighted average of a few screen samples along both the positive and negative directions on this vector. Would have to workout the details, but the concept should work really well.


edit: ok, g-buffers are dx10, sorry...
edit2: no, they're not, sorry laugh

of course you're right wink

Last edited by Joey; 02/13/09 12:32.
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