AAA – Analytical Anti-Aliasing
blog.frost.kiwi
AAA – Analytical Anti-Aliasing
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Re: AAA – Analytical Anti-Aliasing
#2Re: AAA – Analytical Anti-Aliasing
#3Thanks for sharing! Author here, happy to answer any questions.
Re: AAA – Analytical Anti-Aliasing
#4Thanks for sharing! Author here, happy to answer any questions.
What WebGL2 is still missing is MSAA texture objects (it only supports MSAA render buffers), which makes it impossible to directly load individual samples in a shader (useful for custom-resolve render passes). That's only possible in WebGPU.
Re: AAA – Analytical Anti-Aliasing
#5Thanks for sharing! Author here, happy to answer any questions.
On what GPUs and through what APIs did you see this? This seems fairly weird. I especially wouldn't expect Apple to have problems.
Re: AAA – Analytical Anti-Aliasing
#6SDF(or mSDF) isn't the future. It's already "good enough" classic.
> This works, but performance tanks hard, as we solve every > bezier curve segment per pixel
This is "the future" or even present as used in Slug and DirectWrite with great performance
https://sluglibrary.com/ https://learn.microsoft.com/en-us/windows/win32/directwrite/...
Re: AAA – Analytical Anti-Aliasing
#7Re: AAA – Analytical Anti-Aliasing
#8Though a little caveat from my side, as I have written both 2D and 3D rendering engines. Let me tell you, they could not be more different. It is not just another dimension but completely different goals, use-cases and expectations.
So instead of:
> Everything we talked about extends to the 3D case as well.
I would say the entire post is mostly about 3D, not 2D rendering. If you are curious about this topic being approached for 2D rendering here is a nice write-up I found about that: https://ciechanow.ski/alpha-compositing/
One particular criteria for AA techniques that no one cares about in 3D but is very relevant in 2D is correctness and bias. AAA for example is heavily biased and thus incorrect. Drawing the exact same shape multiple times in the same place will make it more opaque / darker. The same thing does not happen with MSAA which has a bounded error and is unbiased.
Re: AAA – Analytical Anti-Aliasing
#9Awesome article. SDF(or mSDF) isn't the future. It's already "good enough" classic. > This works, but performance tanks hard, as we solve every > bezier curve segment per pixel This is "the future" or even present as used in Slug and DirectWrite with great performance https://sluglibrary.com/ https://learn.microsoft.com/en-us/windows/win32/directwrite/...
Re: AAA – Analytical Anti-Aliasing
#10What's the catch?