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SRAA: Subpixel Reconstruction Anti-Aliasing

Filtering Approaches for  
Real-Time Anti-Aliasing
 

http://www.iryoku.com/aacourse/

 
SRAA: Subpixel Reconstruction Anti-Aliasing 
 

Morgan McGuire1       Matthäus Chajdas2    Sergey Puchin    Miguel Sainz    David Luebke

NVIDIA 

Also affiliated with: (1) Williams College (2) Technische Universität München

SRAA result

Data courtesy of Crytek from Crysis 2

SRAA result

Data courtesy of Crytek from Crysis 2

SRAA 

1 sample-per-pixel input

Data courtesy of DICE from Battlefield 3

 

Data courtesy of DICE from Battlefield 3 

Input 

SRAA

Output 

Edges

 

Data courtesy of DICE from Battlefield 3 

Input 

SRAA

Output 

Subpixel 
Features

 

Data courtesy of DICE from Battlefield 3 

Input 

SRAA

Output 

Subpixel 
Features

Vector Input 

1x Sampled 

Ideal

Ideal 

MLAA 

SRAA

SRAA Attributes 

 

The Key Idea

Implementation Notes 

 

Space and quality

Space and quality 

Input (no AA) Depth16F Depth16F + RGB8 Normal R8 Primitive ID
  16.6 MB 49.8 MB 8.2 MB
 

All run in about 0.55 ms at 1920x1080 on GeForce 560 Ti

R8 Primitive ID Buffer

Conclusion