This technique does not need multiple samples and can efficiently be implemented on CPU using vector instructions. However, this filter is not linear and requires deep
branching and image-wise knowledge which can be very inefficient on graphics hardware. We introduce an efficient adaptation of the MLAA algorithm running flawlessly on medium range GPUs.
Our implementation adds a total cost of 34ms (3.49ms) to the rendering at resolution 1248x1024 on a NVidia Geforce 8600 GT (295 GTX). The GPU version tends to scale very well since the cost at 1600x1200 resolution is only 67.5ms (5.54ms) which represents a cost 98% (65.3%) higher for 144% more pixels. We can compare
our results to a standard CPU implementation which runs in 67ms at 1024x768 and in 128ms at 1600x1200 on a Core2Duo 2.20Ghz. Note that it does not include the costly GPU/CPU/GPU transfers in case of real time rendering.作者: lemonninja 时间: 2010-7-17 13:21
MLAA效果很一般啊 用在GPU上意义也不大作者: jiaolu 时间: 2010-9-12 22:12
现在全是ps3上的游戏用这个技术。spe的可编程性相当不错啊。作者: angelahj 时间: 2010-11-1 22:40
现在的6系A不是已经在CCC里集成了mlaa了吧