| 0:00 | Introduction | Diego Gutierrez / Jorge Jimenez |
| 0:05 | A Directionally Adaptive Edge Anti-Aliasing Filter | Jason Yang |
| 0:20 | Morphological Anti-Aliasing (MLAA) | Alexander Reshetov |
| 0:35 | MLAAQ: GPU MLAA with Quality Improvements | Jorge Jimenez |
| 0:50 | Hybrid CPU/GPU MLAA on the Xbox-360 | Pete Demoreuille |
| 1:05 | God of War 3 Integration | Cedric Perthuis |
| 1:20 | PlayStation Edge MLAA | Tobias Berghoff |
| 1:35 | The Saboteur Anti-Aliasing (SPUAA) | Henry Yu |
| 1:50 | Break |
[tr][/tr]
| 2:05 | Subpixel Reconstruction Antialiasing (SRAA) | Morgan McGuire |
| 2:20 | Fast approXimate Anti-Aliasing (FXAA) | Timothy Lottes |
| 2:35 | Distance-to-edge Anti-Aliasing (DEAA) | Hugh Malan |
| 2:50 | Directionally Localized Anti-Aliasing (DLAA) | Dmitry Andreev |
| 3:05 | Crysis 2 Anti-Aliasing | Tiago Sousa |
| 3:20 | Wrap-up and Discussion / Q & A |
|
| 3:30 | Close |