Filtering approaches for real-time anti-aliasing

@inproceedings{Jimenez2011FilteringAF,
  title={Filtering approaches for real-time anti-aliasing},
  author={Jorge Jimenez and Diego Gutierrez and Jason Yang and Alexander Reshetov and Pete Demoreuille and Tobias Berghoff and Cedric Perthuis and Henry Yu and Morgan McGuire and Timothy Paul Lottes and Hugh Malan and Emil Persson and Dmitry Andreev and Tiago J. C. Sousa},
  booktitle={SIGGRAPH '11},
  year={2011}
}
For more than a decade, supersample anti-aliasing (SSAA) and multisample anti-aliasing (MSAA) have been the gold-standard anti-aliasing solutions in games. However, these techniques are not well suited for deferred shading or fixed environments like the current generation of consoles. In recent years, industry and academia have been exploring alternative approaches, where anti-aliasing is performed as a post-processing step. The original, CPU-based morphological anti-aliasing (MLAA) method gave… CONTINUE READING

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