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 Lottes and Hugh Malan and Emil Persson and Dmitry Andreev and Tiago 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
Highly Cited
This paper has 32 citations. REVIEW CITATIONS

Citations

Publications citing this paper.
Showing 1-10 of 22 extracted citations

References

Publications referenced by this paper.
Showing 1-3 of 3 references

GPU Pro 2

  • J. JIMENEZ, B. MASIA, J. I. ECHEVARRIA, F. NAVARRO, D. GUTIERREZ
  • AK Peters Ltd., ch. Practical Morphological Anti…
  • 2011
Highly Influential
6 Excerpts

GPU Pro: Advanced Rendering Techniques

  • H. MALAN
  • AK Peters Ltd., ch. Edge Anti-aliasing by Post…
  • 2010
Highly Influential
5 Excerpts

Anti-aliasing from a different perspective

  • D. ANDREEV
  • Game Developers Conference 2011.
  • 2011
Highly Influential
3 Excerpts

Similar Papers

Loading similar papers…