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مشاهدة النسخة كاملة : NVIDIA’s reply to AMD’s MLAA



Tempset
29-01-2011, 19:08
Subpixel Reconstruction Antialiasing (SRAA) combines single-pixel (1x) shading with subpixel visibility to create antialiased images without increasing the shading cost. SRAA targets deferred-shading renderers, which cannot use multisample antialiasing. SRAA operates as a post-process on a rendered image with superresolution depth and normal buffers, so it can be incorporated into an existing renderer without modifying the shaders. In this way SRAA resembles Morphological Antialiasing (MLAA), but the new algorithm can better respect geometric boundaries and has 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.




Link (https://www.geeks3d.com/20110129/sraa-subpixel-reconstruction-anti-aliasing-nvidias-reply-to-amds-mlaa/)

Link (https://research.nvidia.com/publication/subpixel-reconstruction-antialiasing)





أعتذر عن الترجمة لضيق الوقت




الشركة نزلت تقنية مشابهة لـ MLAA الخاصة بتحسين وطريقة معالجة الـ aliasing أو الحواف المتعرجة التي

تظهر في الألعاب, Nvidia أعلنت عن تقنية مشابهة

FRyLocK
31-01-2011, 20:38
بس ياريت حدا يترجم الموضوع :(


وين الدكتور حميدو أو الاخ مقرمش :(