Nvidia's Answer to MLAA

ares1214

Splendid
http://research.nvidia.com/publication/subpixel-reconstruction-antialiasing

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.

Id love to see some benchmarks with all the AA against each other, but it definitely sounds like a sound if not better solution than MLAA, especially if it isnt blurry.
 

Annisman

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May 5, 2007
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AA is a very interesting tool, and always has been. The idea of smoothing out the edges of pixels has always been fascinating to me in the sense that it is something so 'simple' yet it makes a profound difference in image quality. I am glad to see that they are not pursuing 96X MSAA or something ridiculous like that, I mean, who uses 32XAA ? It's just a gimmick.
 

ares1214

Splendid


Yes, if im reading this correctly, this is like MLAA in the sense that it improves image quality like normal AA, but at much lower cost to the FPS.