Friday, February 4, 2011

NVIDIA Developing Subpixel Reconstruction Antialiasing to Compete with MLAA

NVIDIA is developing its own antialiasing (AA) technology to rival morphological antialiasing (MLAA). The subpixel reconstruction antialiasing (SRAA) NVIDIA is currently conducting research on aims to provide better image quality with minimal performance penalty. It "combines single-pixel (1x) shading with subpixel visibility to create antialiased images without increasing the shading cost," as NVIDIA puts it in its research abstract. SRAA is suited for rendering engines that don't use multisample antialiasing (MSAA) since they use deferred shading. For such renderers, SRAA works as a post-processing layer, just like MLAA.

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

L1 IDENTITY SOLUTIONS KINGSTON TECHNOLOGY COMPANY KEY JDS UNIPHASE JDA SOFTWARE GROUP

No comments:

Post a Comment