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Efficient antialiasing techniques are an important tool of high-quality, real-time rendering. MSAA (Multisample Antialiasing) is the standard technique in use today, but comes with some serious disadvantages: Incompatibility with deferred lighting, which is used more and more in real-time rendering; High memory and processing cost, which makes its use prohibitive on some widely available platforms (such as the Sony Playstation* PS3* [Perthuis 2010]). This cost is also directly linked to the complexity of the scene rendered; Inability to smooth non-geometric edges unless used in conjunction with alpha to coverage.A new technique developed by Intel Labs called Morphological Antialiasing (MLAA) [Reshetov 2009] addresses these limitations.