NVIDIA has FXAA.
What makes FXAA unique over techniques like MLAA is that FXAA has special logic to reduce the contrast of single-pixel and sub-pixel sized features that would otherwise be much more visually distracting without hardware AA. For example, single-pixel sized features alias by snapping from pixel to pixel, and sub-pixel sized features alias by flickering on and off as they overlap a pixel's center. Like other aspects of FXAA, the developer has full control as to how much of this contrast reduction to include in the title.Note, there are also many different versions of FXAA: FXAA 1 (which was described in the NVIDIA DX11 SDK white paper you mentioned), FXAA 2 which was designed for the Xbox 360, and FXAA 3 of which there are two algorithms, FXAA 3 Quality for the PC and FXAA 3 Console designed for the Xbox 360 and PS3. Performance has changed between versions: FXAA 3 has some major performance advantages over FXAA 1. A typical 720p video frame can be processed with FXAA 3 Quality in around 0.21 milliseconds on a GTX 480 with the default settings in DX11. Performance will also vary between DX9 and DX11 for the same settings (DX11 being faster due to gather4 and programmable offsets).The FXAA in FEAR3 is based on FXAA 1. FXAA 1 was also used in Duke Nukem Forever, Age of Conan, Crysis 2 (with their temporal 2x supersampling) and Brink.
Whatever works best.
Interesting stuff SH. Thanks for this. I do think the point of MLAA here is that it's efficiently processed on either CPU or GPU engines, which helps balance available resource utilization.
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"Embarrassingly parallel" refers to a problem made up of many isolated tasks, such as running a fragment (pixel) shader on millions of different fragments, or a HTTP server handling thousands of clients, that can all be run concurrently without any communication between them."
"It's odd that, that term is used here, because the other anti-aliasing techniques are embarrassingly parallel as well. SSAA (super-sampling) always renders each pixel n times at various locations within the pixel, and blends them together."
"MSAA (multi-sampling) is basically the same as SSAA, but only works on polygon edges and is very dependant on proper mipmapping to reduce aliasing introduced when scaling textures."
I worked on an algorithm well prior to 2009 similar to MLAA. I'm surprised this was/is news. Lastly, it seems to me that box 2f in the MLAA graph should be (lightly) shaded.
Vector graphics. Create that as standard HD video tech.
Then we can talk impressed .
Think that's what you're looking for. ;)
And yes. I think the bigger point here was moving algorithms to the CPU efficiently, as opposed to the inherent new-ness of the approach, or the idea that MLAA is somehow the perfect / one-size-fits-all solution.
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