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Gallium3D Post-Processing, MLAA Nearly Ready

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  • #11
    The updated source has not been released yet. 1.6 also changed the name, it's called SMAA (Subpixel Morphological AA).

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    • #12
      Good grief... Just what we need.. Yet another name for Anti-aliasing tech to confuse the gamers....

      Let's see...

      FSAA (full scene)
      MSAA (multi-sample)
      SSAA (super sample)
      TrAA (transparency / alpha texture)
      CSAA (Coverage sample)
      AdAA (Adaptive)
      FXAA ( Effects )
      MLAA (MorphoLogical)

      and now we've got...

      SMAA (Subpixel Morphological)

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      • #13
        It's not too bad when you realize they come in families:

        fsaa = ssaa.

        traa, csaa, adaa are just vendor-tweaked msaa.

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        • #14
          Originally posted by Sidicas View Post
          Good grief... Just what we need.. Yet another name for Anti-aliasing tech to confuse the gamers....

          Let's see...

          FSAA (full scene)
          MSAA (multi-sample)
          SSAA (super sample)
          TrAA (transparency / alpha texture)
          CSAA (Coverage sample)
          AdAA (Adaptive)
          FXAA ( Effects )
          MLAA (MorphoLogical)

          and now we've got...

          SMAA (Subpixel Morphological)
          You've missed a few, such as GPAA, GBAA and a couple of others. No, I'm not kidding.

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          • #15
            Originally posted by curaga View Post
            traa, csaa, adaa are just vendor-tweaked msaa.
            You can add eqaa == csaa to the list.

            Edit: Oh and unless there's another another FXAA, it stands for Fast approXimate AA and == SMAA, pretty much.
            Last edited by Otus; 22 August 2011, 02:25 PM.

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            • #16
              I wouldn't equate FXAA with SMAA, even the current MLAA beats FXAA in my opinion. Though they are similar in both being post-processing approaches.

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              • #17
                Originally posted by curaga View Post
                I wouldn't equate FXAA with SMAA, even the current MLAA beats FXAA in my opinion. Though they are similar in both being post-processing approaches.
                In quality, maybe. It's kind of subjective, but I'd declare FXAA and MLAA a draw.

                In performance Nvidia's FXAA implementation wins AMD's MLAA (on Windows) quite clearly.

                Edit: Oh, and I equated FXAA with SMAA instead of MLAA, because unlike MLAA it also uses a subpixel approach.

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                • #18
                  Originally posted by curaga View Post
                  The updated source has not been released yet. 1.6 also changed the name, it's called SMAA (Subpixel Morphological AA).
                  Good to know! I found some more info here: http://www.iryoku.com/introducing-su...l-antialiasing

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                  • #19
                    Originally posted by Otus View Post
                    In performance Nvidia's FXAA implementation wins AMD's MLAA (on Windows) quite clearly.
                    That is not hard to do, Jimenez' MLAA beats AMD's by a factor of 7-8x in speed, while also beating it in quality. Though this was measured before 11.8 which claims to have sped up AMD's MLAA.

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                    • #20
                      PP is now available in Mesa master.

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