Monday, January 31st 2011
NVIDIA Developing Subpixel Reconstruction Antialiasing to Compete with MLAA
NVIDIA is developing its own antialiasing (AA) technology to rival morphological antialiasing (MLAA). The subpixel reconstruction antialiasing (SRAA) NVIDIA is currently conducting research on aims to provide better image quality with minimal performance penalty. It "combines single-pixel (1x) shading with subpixel visibility to create antialiased images without increasing the shading cost," as NVIDIA puts it in its research abstract. SRAA is suited for rendering engines that don't use multisample antialiasing (MSAA) since they use deferred shading. For such renderers, SRAA works as a post-processing layer, just like MLAA.
Where SRAA defers from MLAA is that the new algorithm can better respect geometric boundaries and has a fixed runtime independent of scene and image complexity. SRAA benefits shading-bound applications. "For example, our implementation evaluates SRAA in 1.8 ms (1280x720) to yield antialiasing quality comparable to 4-16x shading. Thus SRAA would produce a net speedup over supersampling for applications that spend 1 ms or more on shading; for comparison, most modern games spend 5-10 ms shading. We also describe simplifications that increase performance by reducing quality," claims NVIDIA.
Source:
NVIDIA Research
Where SRAA defers from MLAA is that the new algorithm can better respect geometric boundaries and has a fixed runtime independent of scene and image complexity. SRAA benefits shading-bound applications. "For example, our implementation evaluates SRAA in 1.8 ms (1280x720) to yield antialiasing quality comparable to 4-16x shading. Thus SRAA would produce a net speedup over supersampling for applications that spend 1 ms or more on shading; for comparison, most modern games spend 5-10 ms shading. We also describe simplifications that increase performance by reducing quality," claims NVIDIA.
33 Comments on NVIDIA Developing Subpixel Reconstruction Antialiasing to Compete with MLAA
AvsP
GTA 4 (+ episodes)
Arma 2
Borderlands
Mafia 2
Though it's funny in GTA Vice City. During the day cycle it's not working well, but during the night it's working great. Or vice versa. It seems to be based on the contrast difference during each day cycle.
Anyway, whatever they'll make i'm all for it. Ambient Occlusion is also a good addition on NVIDIA's end that i miss on Radeons. Can't wait to see SRAA in action :)