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Siggraph 2011 上的实时抗锯齿处理专题讲座

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1#
发表于 2011-4-22 11:07 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
ACM SIGGRAPH 2011 Course
Filtering Approaches for
Real-Time Anti-Aliasing

Jorge Jimenez1Diego Gutierrez1Jason Yang2Alexander Reshetov3Pete Demoreuille4
Tobias Berghoff5Cedric Perthuis6Henry Yu7Morgan McGuire8,9Timothy Lottes8

Hugh Malan10Dmitry Andreev11Tiago Sousa12


1 Universidad de Zaragoza2 AMD3 Intel Labs4 Double Fine
5 Sony Computer Entertainment WWS ATG6 Sony Computer Entertainment WWS Santa Monica
7 Kalloc Studios8 NVIDIA9 Williams College10 CCP11 Lucas Arts12 Crytek
NewsAbstractScheduleDownloadsBibtexLinks

News
  • April 19, 2011: web launched! We will be updating this page frequently, stay tuned!
AbstractFor more than a decade, Supersample Anti-Aliasing (SSAA) and Multisample Anti-Aliasing (MSAA) have been the gold standard antialiasing solution in games. However, these techniques are not well suited for deferred shading or fixed environments like the current generation of consoles. In the last years, Industry and Academia have begun to explore alternative approaches, where anti-aliasing is performed as a post-processing step. The original, CPU-based Morphological Anti-Aliasing (MLAA) method gave birth to an explosion of real-time anti-aliasing techniques that rival MSAA. This course will cover the most relevant techniques, from the original MLAA to the latest cutting edge advancements.
Tentative Schedule[tr][/tr]
0:00IntroductionDiego Gutierrez / Jorge Jimenez
0:05A Directionally Adaptive Edge Anti-Aliasing FilterJason Yang
0:20Morphological Anti-Aliasing (MLAA)Alexander Reshetov
0:35MLAAQ: GPU MLAA with Quality ImprovementsJorge Jimenez
0:50Hybrid CPU/GPU MLAA on the Xbox-360Pete Demoreuille
1:05God of War 3 IntegrationCedric Perthuis
1:20PlayStation Edge MLAATobias Berghoff
1:35The Saboteur Anti-Aliasing (SPUAA)Henry Yu
1:50Break
2:05Subpixel Reconstruction Antialiasing (SRAA)Morgan McGuire
2:20Fast approXimate Anti-Aliasing (FXAA)Timothy Lottes
2:35Distance-to-edge Anti-Aliasing (DEAA)Hugh Malan
2:50Directionally Localized Anti-Aliasing (DLAA)Dmitry Andreev
3:05Crysis 2 Anti-AliasingTiago Sousa
3:20Wrap-up and Discussion / Q & A
3:30Close
DownloadsBibtex@inproceedings{SIGGRAPH11_AACOURSE,    author = {Jorge Jimenez and Diego Gutierrez and Jason Yang and Alexander Reshetov and Pete Demoreuille and Tobias Berghoff and Cedric Perthuis and Henry Yu and Morgan McGuire and Timothy Lottes and Hugh Malan and Dmitry Andreev and Tiago Sousa},    title = {Filtering Approaches for Real-Time Anti-Aliasing},    booktitle = {ACM SIGGRAPH Courses},    year = {2011},}Links

2#
发表于 2011-4-30 21:38 | 只看该作者
晕倒,AMD Intel联合讲座。。。牛叉的
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3#
发表于 2011-5-4 23:52 | 只看该作者
这些都是post-processing AA方法吗,看来以后deferred shading将会很流行:loveliness:
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4#
 楼主| 发表于 2011-5-5 12:15 | 只看该作者
这主要是 deferred shading 可以节省掉不少的无效 lighting、shading 渲染,但同时也会让 MSAA 的性能退变为 SSAA 的样子吧。
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