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Kuper
16
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Joined: 25th Feb 2008
Playing: Planescape:Torment
Posted: 16th Nov 2014 20:59
hi !
I tried to add antialiasing to Evolveds deferred shading and find (of course) some bugs:
1) antialiasing works only with camera 0
2) when you set camera 0 to image you will lost antialising
3) antialising at level 2 is faster and at level 4 is greatly slower then antialiasing in STYX

So any ideas how grab image with antialising from camera 0 ( also make this fast enough) ?

PS. Havent correct with antialising - yea this is year 2014
Kuper
16
Years of Service
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Joined: 25th Feb 2008
Playing: Planescape:Torment
Posted: 17th Nov 2014 16:52
Anybody?
mr Handy
16
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Joined: 7th Sep 2007
Location: out of TGC
Posted: 17th Nov 2014 17:11
The Best and Only Way to have AA with shaders is:
a) Do not use Deferred Shading or DBP.
b) FXAA shader. Find it, port to DBP and have a nice AA.

Kuper
16
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Joined: 25th Feb 2008
Playing: Planescape:Torment
Posted: 18th Nov 2014 18:54


Small test directly fron darkShader.
Looks better but maybe I shall add more passes for even smooth result. Also I read that It wouldnt work when one-pixel-thin objects like wires for example.Dont test this yet
mr Handy
16
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Location: out of TGC
Posted: 18th Nov 2014 19:58
You don't know how AA works, right?

Old-style AA works very simple: 2x means that your render is doubled and then downscaled. So you can see lines less than 1 px width.

You can just DOUBLE (every camera resolution in your def. shad. but I don't think that performance kill will worth 2x AA.

FXAA is the best solution. But if your scene has many thin objects like wires, just make a special LODs that will thicken thin objects at the distance.

Kuper
16
Years of Service
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Joined: 25th Feb 2008
Playing: Planescape:Torment
Posted: 18th Nov 2014 20:30 Edited at: 18th Nov 2014 20:35
I know how AA works.
If i made such LODs I get onepixel objects too.
http://www.humus.name/index.php?page=3D&
here is about "wire" problem.
also there is technique from STALKER
http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter09.html
(in the end)
Its simple - find edge - then blur 2x2
FXAA shader what I use I think is enough.If I double the passes I think it maybe work not fast as i want.Deferred render+ postprocess eat fps like hobo without food.

just for fun I find list of AA techniques:
DLAA — Directionally Localized AntiAliasing
EQAA — Enhanced Quality AntiAliasing
EdgeAA — Edge AntiAliasing
FXAA — Fast approXimate AntiAliasing
GPAA — Geometric Post-process AntiAliasing
GBAA — Geometry Buffer AntiAliasing
MLAA — MorphoLogical AntiAliasing
NFAA — Normal Filter AntiAliasing
SRAA — Subpixel Reconstruction AntiAliasing
SDAA — Second Depth AntiAliasing
SMAA — Subpixel Morphological AntiAliasing
TAA — Transparent AntiAliasing

Not bad...I think its time for making yor own like Fast "Your Name" Ultra Aliasing
mr Handy
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Location: out of TGC
Posted: 19th Nov 2014 10:44
FXAA is built-in in NVidia drivers, maybe you can turn it on somehow from DBP.

But as FXAA I mean AA done with any FX file, not the "Fast approXimate AntiAliasing"

Kuper
16
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Joined: 25th Feb 2008
Playing: Planescape:Torment
Posted: 19th Nov 2014 14:13
yep you can turn FXAA from your Nvidia control panel - looks like it works some how. I get contrast edges more smooth.But some dont get antialising at all
IMHO the only right way to do it is to do through DBPro.
Kuper
16
Years of Service
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Joined: 25th Feb 2008
Playing: Planescape:Torment
Posted: 20th Nov 2014 14:37
Make post in Code Snippets.Added source code and media files of course.
http://forum.thegamecreators.com/?m=forum_view&t=212673&b=6&p=0

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