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SMAAEnhanced Subpixel Morphological Antialiasing                                               엔씨소프트                      ...
|Abstract• Image-based post-processing AA technique  – 좋은 edge detection  – Simple and effective way to handle sharpness  ...
|Introduction• CG에서의 숙원사업 anti-aliasing  – Spatial domain  – Temporal domain• MSAA/SSAA  – 이제는 진부한 퀄리티와 (메모리+속도)의 trade-of...
|Previous MLAA  Original    Edges                   Blending       Antialiased  Image      texture               weights t...
|SMAA• Edge detection  – Local contrast adaptation• Pattern handling  – Sharp geometric features  – Diagonal patterns  – A...
|Edge detection• Luminance 사용  – RGB 보다 빠름  – Shading aliasing에도 적용 가능• Top Right edge에 대해서만 검출                 http://caf...
|Edge detection  Crossing edges   Using Local contrast            SMAA                    http://cafe.naver.com/shader
|Edge detection           http://cafe.naver.com/shader
|Pattern handling• Sharp geometric features     No AA                MLAA                  SMAA                 http://caf...
|Pattern handling• Sharp geometric features                 http://cafe.naver.com/shader
|Pattern handling• Sharp geometric features                 http://cafe.naver.com/shader
|Pattern handling• Diagonal patterns  – 기존의 filter-based techniques     • Orthogonal pattern에 대해서만 고려     • 대각선에 대해 좋지 않은 ...
|Pattern handling• Diagonal patterns        MLAA                     SMAA                 http://cafe.naver.com/shader
|Pattern handling• Diagonal patterns           Pattern map                    Area texture                    http://cafe....
|Pattern handling• Accurate distances search  – 정확한 edge dist.를 찾는 것이 key point                  http://cafe.naver.com/sha...
|Sub-pixel rendering        MLAA                                      SMAA + @ Single sample / pixel              More sam...
|Sub-pixel rendering            http://cafe.naver.com/shader
|Temporal Re-projection• TSSAA  – sub-pixel rendering에 효과적  – But, ghosting artifact 존재• Prev. frame re-projection        ...
|Temporal re-projection     TSSAA      Re-projection               Velocity weighting             http://cafe.naver.com/sh...
|Temporal re-projection     TSSAA      Re-projection               Velocity weighting             http://cafe.naver.com/sh...
|Results• NVIDIA GeForce GTX 470• 1080p Images           techniques                        Execution times           SMAA ...
|Conclusions• Tackles all the weak points remaining in filter-  based antialiasing solutions• Shown how to combine a filte...
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Smaa : enhanced morphological anti-aliasing

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smaa 테크닉에 대한 ppt

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Smaa : enhanced morphological anti-aliasing

  1. 1. SMAAEnhanced Subpixel Morphological Antialiasing 엔씨소프트 이재윤 http://cafe.naver.com/shader
  2. 2. |Abstract• Image-based post-processing AA technique – 좋은 edge detection – Simple and effective way to handle sharpness • Geometric features • Diagonal lines• Works with MSAA / SSAA• CryEngine3에 적용 http://cafe.naver.com/shader
  3. 3. |Introduction• CG에서의 숙원사업 anti-aliasing – Spatial domain – Temporal domain• MSAA/SSAA – 이제는 진부한 퀄리티와 (메모리+속도)의 trade-off• MLAA에서 착안 – Practical MLAA의 모든 step을 rebuilding http://cafe.naver.com/shader
  4. 4. |Previous MLAA Original Edges Blending Antialiased Image texture weights texture Image http://cafe.naver.com/shader
  5. 5. |SMAA• Edge detection – Local contrast adaptation• Pattern handling – Sharp geometric features – Diagonal patterns – Accurate distances search• Sub-pixel rendering• Temporal re-projection http://cafe.naver.com/shader
  6. 6. |Edge detection• Luminance 사용 – RGB 보다 빠름 – Shading aliasing에도 적용 가능• Top Right edge에 대해서만 검출 http://cafe.naver.com/shader
  7. 7. |Edge detection Crossing edges Using Local contrast SMAA http://cafe.naver.com/shader
  8. 8. |Edge detection http://cafe.naver.com/shader
  9. 9. |Pattern handling• Sharp geometric features No AA MLAA SMAA http://cafe.naver.com/shader
  10. 10. |Pattern handling• Sharp geometric features http://cafe.naver.com/shader
  11. 11. |Pattern handling• Sharp geometric features http://cafe.naver.com/shader
  12. 12. |Pattern handling• Diagonal patterns – 기존의 filter-based techniques • Orthogonal pattern에 대해서만 고려 • 대각선에 대해 좋지 않은 aliased 결과 http://cafe.naver.com/shader
  13. 13. |Pattern handling• Diagonal patterns MLAA SMAA http://cafe.naver.com/shader
  14. 14. |Pattern handling• Diagonal patterns Pattern map Area texture http://cafe.naver.com/shader
  15. 15. |Pattern handling• Accurate distances search – 정확한 edge dist.를 찾는 것이 key point http://cafe.naver.com/shader
  16. 16. |Sub-pixel rendering MLAA SMAA + @ Single sample / pixel More samples / pixel http://cafe.naver.com/shader
  17. 17. |Sub-pixel rendering http://cafe.naver.com/shader
  18. 18. |Temporal Re-projection• TSSAA – sub-pixel rendering에 효과적 – But, ghosting artifact 존재• Prev. frame re-projection http://cafe.naver.com/shader
  19. 19. |Temporal re-projection TSSAA Re-projection Velocity weighting http://cafe.naver.com/shader
  20. 20. |Temporal re-projection TSSAA Re-projection Velocity weighting http://cafe.naver.com/shader
  21. 21. |Results• NVIDIA GeForce GTX 470• 1080p Images techniques Execution times SMAA 1x 1.02ms SMAA T2x 1.32ms SMAA S2x 2.04ms SMAA 4x 2.34ms http://cafe.naver.com/shader
  22. 22. |Conclusions• Tackles all the weak points remaining in filter- based antialiasing solutions• Shown how to combine a filter-based AA with MSAA/SSAA http://cafe.naver.com/shader

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