Different Types of Anti-aliasing as Fast As Possible

Techquickie ·Techquickie ·2015-05-07 · 1,141 words · ~5 min read
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0:00 you guys have been asking for this fastest Possible episode for the better
0:03 part of a year so I guess it's time to deliver for starters if you don't know
0:07 what anti- aliasing is at all yet or you
0:10 need a quick refresher please check out our overview video here or if you've
0:14 disabled annotations then use the link in the video description moving along
0:17 all methods of anti-aliasing fall into one of two groups the first increases
0:22 the sample rate which means it renders the scene at what is effectively a
0:26 higher resolution than down samples to the display res solution effectively
0:30 smoothing lines and the second blurs edges or other contrasts due to shading
0:36 and textures and is known as post AA or postprocessing since the blurring occurs
0:41 directly after the render process msaa
0:44 and ssaa both fall under the first category super sampling anti-aliasing
0:49 also known as full scene anti-aliasing or fsaa was the first type of AA
0:54 available with early video cards it is best used on photorealistic images as it
0:59 makes them appear softer and more lifelike but for line art or diagrams it
1:04 actually decreases the quality and makes them appear fuzzy especially for
1:08 horizontal and vertical lines ssaa has a
1:12 huge computational cost so most real-time applications like games have
1:16 moved away from this method typically fsaa goes up to 4X but if you have
1:21 horsepower to spare there's a modified version for SLI users which can crank
1:25 the sample rate up to 16x or even 128x
1:29 if you're running running quadros in SLI just in case your neck gets tired and
1:32 you want to put them in your computer or something msaa or multi- sampling
1:36 anti-aliasing is similar to fsaa but it
1:39 only super samples the edges of polygons
1:42 and calculates textures once per pixel which significantly cuts down on the
1:47 required processing power the main downside however is that it doesn't
1:50 prevent aliasing that appears within rendered polygons caused by blending
1:54 textures or pixel shaders after a few more advances in super sampling
1:59 techniques CSAA or coverage sample anti-
2:02 lasing was released along with the GeForce 8 series graphics cards from
2:05 NVIDIA It produced images that rivaled the quality of 16x msaa while only
2:09 causing a slightly higher performance hindrance than 4xmsaa it accomplished
2:15 this by simply detecting whether or not a polygon is present and then using that
2:18 information to judge where it needs to use super sampling so let's move over to
2:22 the second type of ant saying post AA or postprocessing a great example of this
2:27 is FXAA or fast approximate anti-aliasing this technique was
2:32 developed by Timothy Lots under NVIDIA it gets rid of jaggies or Jagged edges
2:36 by smoothing the edges on each pixel on the screen directly after each pixel is
2:40 rendered including those in Blended textures and pixel shaders the smoothing
2:45 directly after pixels are rendered part is huge as most anti-aliasing techniques
2:50 have to analyze a 3D model as a whole to smooth the edges rather than smoothing
2:54 each pixel individually FXAA judges where in edges by comparing the depth
2:58 between two pixels and smooth their edges according to their relative depth
3:03 unfortunately this technique does make some textures appear soft and must be
3:07 applied before heads up display elements are rendered so that they remain sharp
3:11 and clear FXAA was such an improvement over previous techniques that Kotaku
3:15 actually claimed that FXAA made all previous forms of anti-aliasing obsolete
3:19 with its speed and accuracy NVIDIA has also since added txaa or temporal
3:24 anti-aliasing which is a film style anti-aliasing technique designed to
3:27 reduce temporal aliasing crawling and flickering scen in motion when playing
3:31 games and this is a very complex form of AA which combines down sampling and
3:36 blurring it uses a lot more performance than FXAA its implementation differs
3:40 from game to game and it's only available on gpus from the Kepler family
3:43 or higher well Linus you might be saying
3:46 this is all well and good but what if I'm a member of team red or what if my
3:50 graphics card doesn't natively support some of the AA methods you've mentioned
3:53 in this video well that's a great question not every graphics card has
3:56 native support for each method of anti- eling but you can usually add one in
4:00 yourself it won't always work as easily or as well as a developer implemented
4:05 solution but you can actually download plenty of drivers that will add in
4:10 anti-aliasing techniques some of which are more advanced than what the
4:13 developer may have added one such solution is SMA or subpixel
4:17 morphological anti-aliasing this combines morphological anti-aliasing a
4:22 post-processing technique that identifies aliasing based on patterns
4:25 and blends colors around them to diminish that aliasing with super sampling like msaa or SSA AA to sharpen
4:31 the entire Scene It is natively supported in some games and many users
4:35 have seen Market improvements in visual quality when adding SMA to games like
4:39 Skyrim many of them claim that it provides the smoothness of FXAA without
4:43 the performance hit but of course your mileage may vary so there you have it as
4:47 usual it comes down to personal preference and you'll want to do some experimentation to see what works best
4:51 for your eyes on your rig in your games
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