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AAA – Analytical Anti-Aliasing

blog.frost.kiwi

51–60 of 104 posts

Re: AAA – Analytical Anti-Aliasing

#52
post #6

Awesome 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/...

I wrote an implementation of the Loop/Blinn paper for Microsoft Game Studios ~20 years ago, I wonder if they're still using it.

Had to do a _lot_ of work to make it production-ready, as their voronoi-based tesselation goes pathological on a lot of Asian glyphs.

Re: AAA – Analytical Anti-Aliasing

#53

Thanks for sharing! Author here, happy to answer any questions.

Can you elaborate a bit on the tech-stack used for this blog? I didn't find any hints in the source (but I'm not an expert). Is it some known framework? What does the input look like (Markdown etc).?

Not the parent, but seems this is the source code for the blog. https://github.com/FrostKiwi/treasurechest

Found it by going to the comments since the comments are GitHub issues the "x comment" is a link to the issues page.

Re: AAA – Analytical Anti-Aliasing

#55

Thanks for sharing! Author here, happy to answer any questions.

> Mobile chips support exactly MSAAx4 [...] the driver will force 4x anyways On what GPUs and through what APIs did you see this? This seems fairly weird. I especially wouldn't expect Apple to have problems.

I’m definitely seeing similar artifacts when at 2x on an iPhone 15 Pro.

Re: AAA – Analytical Anti-Aliasing

#56
post #25

Earlier quoted context omitted.

I really dislike TAA, especially on lower framerates. There's too much ghosting. I often switch it to a slower algorithm just so I don't get ghosting.

It’s very strange. I had a vivid dream, only about 5 hours ago, where I was debating the drawbacks of TAA with some scientists in a lab (likely because Half Life has been in the news this week). I think I dream about rendering algorithms once every several years. And now today there’s this post and your comment here in the front page.

As randomly connected graphs fill in, they quickly must produce patterns. The patterns are non-random (thus they are a pattern!), but essentially "chosen" from all possible patterns randomly.

Which is another way of saying: a proof of God would be going through life without a constant stream of surprisingly meaningful coincidences.

Unbiased reality is inherently a blind but inventive "Creator".

Re: AAA – Analytical Anti-Aliasing

#59
post #25

Graphics programming analysis done using examples written in WebGL–genius. Hypertext that takes full advantage of the medium. This reminds me of something I'd see on https://pudding.cool/ , but it goes far more in depth than anything there. Absolutely fantastic article. I'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…

I really dislike TAA, especially on lower framerates. There's too much ghosting. I often switch it to a slower algorithm just so I don't get ghosting.

My feeling is if I can render at 4K I can just not do AA at all. It really looks quite fine without, at least for me.

Re: AAA – Analytical Anti-Aliasing

#60
post #25

Earlier quoted context omitted.

I really dislike TAA, especially on lower framerates. There's too much ghosting. I often switch it to a slower algorithm just so I don't get ghosting.

My feeling is if I can render at 4K I can just not do AA at all. It really looks quite fine without, at least for me.

I tried that initially, but I found that it still wasn't quite satisfactory. My game's art style has a lot of straight edges, to be fair.
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