"Subpixel Reconstruction Antialiasing"
Matthäus G. Chajdas (Technische Universität München and NVIDIA), Morgan McGuire (NVIDIA), David Luebke (NVIDIA), in i3D, February 2011
Research Area: 3D Graphics
Author(s): Matthäus G. Chajdas (Technische Universität München and NVIDIA), Morgan McGuire (NVIDIA), David Luebke (NVIDIA)
Date: February 2011
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Abstract:
Subpixel Reconstruction Antialiasing (SRAA) combines single-pixel (1x) shading with subpixel visibility to create antialiased images without increasing the shading cost.
SRAA targets deferred-shading renderers, which cannot use multisample antialiasing.
SRAA operates as a post-process on a rendered image with superresolution depth and normal buffers, so it can be incorporated into an existing renderer without modifying the shaders.
In this way SRAA resembles Morphological Antialiasing (MLAA), but the new algorithm can better respect geometric boundaries and has 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.
This scene contains many sources of geometric aliasing with low shading frequency, which are particularly well suited for SRAA. For instance, it is able to correctly reconstruct the brick structure along the roof, as well as the bent fence at the far end. The image has been reconstructed using 4 subsamples on an ordered grid to a target resolution of 19201080 pixels in 2.5 ms. Scene courtesy of Crytek from Crysis 2. 作者: Edison 时间: 2011-3-1 11:44
Frostbite 2 游戏引擎(Battlefield 3 采用引擎)截图:
图片说明:
SRAA reconstructs subpixel edges while preserving sharp texture and shading features. The large image was processed by SRAA. The details compare the 1x input, the SRAA output, and the 16x shaded reference. Scene courtesy of DICE from the Frostbite 2 game engine. Zoom the electronic version of this paper to see pixel-scale detail. The reconstruction at the target resolution (19201080) took 2.5 ms.作者: Edison 时间: 2011-3-1 11:47
作者认为下一个方向是 SRAA 与 MLAA 结合,原因是 MLAA 虽然会造成过分模糊,但是能对着色边缘实现求解,而 SRAA 则不能。
We believe the next step is to combine ideas from SRAA and MLAA. SRAA uses relatively inexpensive geometric information to improve expensive shading results and is able to produce very good edge antialiasing. MLAA’s heuristics often produce overblurring (Figure 2), but it is able to resolve shading edges that SRAA cannot. These include texture, shadow, and specular highlight boundaries. An algorithm that combines heuristic shading weights with accurate geometric weights may be able to achieve higher quality than either alone in practice.作者: Edison 时间: 2011-3-1 12:04
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这种特效一般不开.
现在的绝大部分游戏,
主流显卡主流游戏
1920x1200下
调低shader关AA
才能跑顺畅。
2.paper在3.3 Assumptions and Limitations的第二段指出,如果遇到normal和depth都没有变化的区域,会导致画面模糊(子像素级别),因为子像素重构权重被平均,由此可见,SRAA并没有对 normal和depth都没有变化的区域进行选择性采样,这样的区域仍然会进行子像素重构;paper中指出最后混合(downsample)输出是使用boxfilter,显然boxfilter也不具备选择性采样的能力;不过需要注意的是,SRAA最后混合输出可使用其他filter;