Subpixel Reconstruction Antialiasing


in Proceedings of the ACM Symposium on Interactive 3D Graphics and Games 2011 (I3D'11)


Matthaeus G. Chajdas, Technische Universitat Munchen and NVIDIA Research
Morgan McGuire, Williams College and NVIDIA Research
David Luebke, NVIDIA Research

Paper (PDF)
SIGGRAPH 2011 Talk (PPT)
Presentation Slides (PDF)
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Abstract
BibTex
Acknowledgments
The CUDA implementation source code is embedded in the paper.



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Abstract

Subpixel Reconstruction Antialiasing (SRAA) combines single-pixel (1x) shading with subpixel visibility to create antialiased images without increasing the shading cost. SRAA targets deferred-shading renderers, which cannot use multisample antialiasing. SRAA operates as a post-process on a rendered image with superresolution depth and normal buffers, so it can be incorporated into an existing renderer without modifying the shaders. In this way SRAA resembles Morphological Antialiasing (MLAA), but the new algorithm can better respect geometric boundaries and has fixed runtime independent of scene and image complexity. SRAA benefits shading-bound applications. For example, our implementation evaluates SRAA in 1.8 ms (1280x720) to yield antialiasing quality comparable to 4-16x shading. Thus SRAA would produce a net speedup over supersampling for applications that spend 1 ms or more on shading; for comparison, most modern games spend 5-10 ms shading. We also describe simplifications that increase performance by reducing quality.

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BibTex


@article{Chajdas11SRAA,
  author = {Matth\"{a}us G. Chajdas and Morgan Mc{G}uire and David Luebke},
  title = {Subpixel Reconstruction Antialiasing},
  month = {February},
  year = {2011},
  day = {20},
  booktitle = {Proceedings of the ACM Symposium on Interactive 3D Graphics and Games},
  location = {San Francisco, CA},
  url = {http://research.nvidia.com/publication/colored-stochastic-shadow-maps}
}