And some full screen examples...
Showing posts with label anti-aliasing. Show all posts
Showing posts with label anti-aliasing. Show all posts
Wednesday, 6 April 2011
FXAA part 2
Some tests with the higher quality FXAA shader which you can read about here. These are mostly old screenshots that have been processed with the shader running in RenderMonkey. The console version I used in the previous post is good but this version is really working some magic :) Many thanks to Timothy at NVIDIA for making it available.
Labels:
anti-aliasing,
fxaa,
rust
Monday, 4 April 2011
FXAA
I'm getting some good results with the FXAA shader code that was recently posted by Timothy Lottes so I thought I'd post the results. These pics are taken from RenderMonkey, using screen shots from the render engine I'm working on.
The post process sharpening filter I'm using in the last two examples seems to lead to images that look a little too soft by comparison. I might need to rethink how / when I apply the sharpen filter, doing it before applying FXAA probably isn't the best idea :)
Here are some full screen examples, the museum examples are the same ones seen in this post.
Here are some full screen examples, the museum examples are the same ones seen in this post.
(Click for hi res versions)
Labels:
anti-aliasing,
fxaa,
rust
Thursday, 23 December 2010
Anti aliasing
I've wanted to implement some form of anti aliasing for a while now so I took a break from playing through the recent Humble Indie Bundle and looked into it. There are several different options when it comes to AA in deferred rendering so I've started with what seemed to be the easiest. The method I've used here is the one outlined in GPU Gems: Deferred Shading in Tabula Rasa and I haven't really deviated from that article with regards to AA.
I also took the opportunity to look into applying a post process sharpen to the overall image. The method is known as unsharp masking and it's an effect a lot of digital artists use to spruce up their images. It goes back further actually and I was surprised to learn that the technique was pioneered in conventional photographic darkrooms.
You can see some examples of AA and unsharp masking below. Be sure to view them full screen without any scaling as the difference is hard to spot when the images are down sampled. In some areas the sharpen effect over sharpens fine details and increases the aliasing problem although for the most part the effect is an improvement.
Fullscreen examples (click for larger versions)
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| With AA |
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| No AA |
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| With AA |
![]() |
| No AA |
![]() |
| With AA |
![]() |
| No AA |
Well that was fun, back to playing Cortex Command... sniping the engines off drop ships never get's boring ;)
Labels:
anti-aliasing,
light pre pass,
rust
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