Where SRAA defers from MLAA is that the new algorithm can better respect geometric boundaries and has a fixed runtime independent of scene and image complexity. SRAA benefits shading-bound applications. "For example, our implementation evaluates SRAA in 1.8 ms (1280x720) to yield antialiasing quality comparable to 4-16x shading. Thus SRAA would produce a net speedup over supersampling for applications that spend 1 ms or more on shading; for comparison, most modern games spend 5-10 ms shading. We also describe simplifications that increase performance by reducing quality," claims NVIDIA.
Source: NVIDIA Research
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