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The #-Filter Anti-Aliasing Based on Sub-Pixel Continuous Edges

Author

Listed:
  • Dening Luo

    (College of Computer Science, Sichuan University, Chengdu 610065, China)

  • Jianwei Zhang

    (College of Computer Science, Sichuan University, Chengdu 610065, China)

Abstract

Anti-aliasing plays a decisive role in enhancing immersion experience in games and 3D visualization fields. In general, hardware anti-aliasing is not directly compatible with deferred shading. It is challenging to detect geometry edges accurately from sub-pixel to alleviate artifacts. In this paper, we propose an anti-aliasing algorithm of the #-filter anti-aliasing based on sub-pixel continuous edges. It can solve the geometry edges aliasing and the flicker problem in deferred shading. First, the geometry scene with multi-sampling anti-aliasing (MSAA) is rendered to a G-Buffer designed elaborately. Second, the geometry edges are detected on the sub-pixel-level. We mainly take advantage of the Chebyshev inequality to adaptively determine the edges from the probability statistic and the view frustum location. Third, the continuous geometry edges are reconstructed by a #-filter method. Finally, the edge pixels are shaded adaptively. The implementation demonstrates that our algorithm is efficient and scalable for generating high-quality anti-aliasing geometry and reducing shading calculation overhead.

Suggested Citation

  • Dening Luo & Jianwei Zhang, 2020. "The #-Filter Anti-Aliasing Based on Sub-Pixel Continuous Edges," Mathematics, MDPI, vol. 8(10), pages 1-12, September.
  • Handle: RePEc:gam:jmathe:v:8:y:2020:i:10:p:1655-:d:419745
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