Thanks for sharing! Author here, happy to answer any questions.
AAA – Analytical Anti-Aliasing
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Re: AAA – Analytical Anti-Aliasing
#12Awesome 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/...
[0]: https://www.microsoft.com/en-us/research/wp-content/uploads/... [1]: https://patents.google.com/patent/US20070097123A1/en
Re: AAA – Analytical Anti-Aliasing
#13I've been using MSAAx4 in my rendering engine for some time and only recently have considered switching to a FXAA / TAA implementation. I'm actually not sure I'm going to go through with that now. I definitely learned a lot here, and will probably use the analytical approach for UI items, I hadn't heard about that anywhere.
Not often you see graphics-programming stuff on HN. For anyone interested in more graphics write-ups, this list of frame breakdowns is one of my favorite resources:
Re: AAA – Analytical Anti-Aliasing
#14Re: AAA – Analytical Anti-Aliasing
#15Great write-up! Though 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…
(Thick) line drawing is especially interesting to me, since it's hard [1].
I also stumbled upon this [2] recently and then wondered if i could use that technique for every shape, by converting it to quadratic bezier curve segments.
Do you think that's a path to follow?
[0] https://github.com/Lichtso/contrast_renderer
[1] https://mattdesl.svbtle.com/drawing-lines-is-hard
[2] https://scribe.rip/@evanwallace/easy-scalable-text-rendering...
Re: AAA – Analytical Anti-Aliasing
#16Thanks for sharing! Author here, happy to answer any questions.
Not a question but some unsolicited (sorry) feedback. The intro seems designed to set people up for disappointment. You start off by talking about AA methods used for 3D scenes, and you've picked a very cool way to present them... but the article is actually about antialiased drawing of SDFs, which is not exactly a hard problem and not applicable to 3D scenes. Unless your scene is made up of SDF shapes, but I don't t…
Re: AAA – Analytical Anti-Aliasing
#17I've been so used to screen space techniques that I initially read SSAA as "screen space antialiasing", not "super sampled antialiasing".