AXAA: adaptive approximate anti-aliasing

Jae-Ho Nah, Sunho Ki, Yeongkyu Lim, Jinhong Park, Chulho Shin
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引用次数: 7

Abstract

Post-processing anti-aliasing algorithms are widely used now for real-time rendering because of their simplicity, performance, and suitability for deferred shading. Fast approximate anti-aliasing (FXAA) [Lottes 2009] is the fastest method among them, so many games support FXAA to get anti-aliased images. However, FXAA can easily lose texture details and text sharpness due to its excessive blurring. To alleviate those problems of FXAA, we present adaptive approximate anti-aliasing (AXAA). Our approach adds three contributions to FXAA in order to avoid unnecessary filtering. First, we stop further anti-aliasing processes if the current pixel or its neighbors are judged as pixels on already filtered textures or fonts. Second, we try to maintain thin lines as much as possible in order to avoid blurring fonts and lines. Third, for higher performance, we adaptively set the search range of each pixel according to luma contrast. Our experiments show that AXAA provides significantly better image quality than FXAA, in terms of texture, text, and geometry details. Nevertheless, processing overhead of AXAA is still similar to that of FXAA.
自适应近似抗混叠
后处理抗混叠算法因其简单、性能好、适合延迟着色而被广泛应用于实时渲染。快速近似抗锯齿(FXAA) [lotttes 2009]是其中最快的方法,因此许多游戏支持FXAA来获得抗锯齿图像。然而,由于过度模糊,FXAA很容易失去纹理细节和文本清晰度。为了解决这些问题,我们提出了自适应近似抗混叠算法(AXAA)。我们的方法为FXAA增加了三个贡献,以避免不必要的过滤。首先,如果当前像素或其邻居被判断为已经过滤的纹理或字体上的像素,我们停止进一步的抗混叠处理。其次,我们尽量保持细线,以避免模糊的字体和线条。第三,为了获得更高的性能,我们根据亮度对比度自适应设置每个像素的搜索范围。我们的实验表明,在纹理、文本和几何细节方面,AXAA提供的图像质量明显优于FXAA。尽管如此,AXAA的处理开销仍然与FXAA相似。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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