TL;DR: In this paper, a technique for improving antialiasing quality, while minimizing performance degradation, by adaptively selecting between multisampling and supersampling on a per pixel basis.
Abstract: One embodiment of the present invention sets forth a technique for improving antialiasing quality, while minimizing performance degradation, by adaptively selecting between multisampling and supersampling on a per pixel basis. The resulting performance may be generally comparable to multisampling. At the same time, however, the resulting quality may be generally comparable to supersampling. The antialiasing technique disclosed herein determines whether to use multisampling or supersampling on a particular pixel being rendered, based on the specific coverage of the associated geometry primitive. Because many pixel centers are covered by a geometry primitive, a statistical performance advantage is gained when pixels in a rendered image can be generating using multisampling rather than supersampling. The cases where pixel centers are not covered tend to be less frequent, but are very significant to image quality. High image quality is maintained by rendering these cases using supersampling.
TL;DR: The alpha-to-coverage (A2C) as discussed by the authors technique uses the virtual samples to increase the number of transparency levels for each pixel compared with using only real samples. But the alpha values are not used to determine an alpha coverage mask.
Abstract: One embodiment of the present invention sets forth a technique for converting alpha values into pixel coverage masks. Geometric coverage is sampled at a number of “real” sample positions within each pixel. Color and depth values are computed for each of these real samples. Fragment alpha values are used to determine an alpha coverage mask for the real samples and additional “virtual” samples, in which the number of bits set in the mask bits is proportional to the alpha value. An alpha-to-coverage mode uses the virtual samples to increase the number of transparency levels for each pixel compared with using only real samples. The alpha-to-coverage mode may be used in conjunction with virtual coverage anti-aliasing to provide higher-quality transparency for rendering anti-aliased images.
TL;DR: In this article, a technique for converting alpha values into pixel coverage masks is presented. But the alpha-to-coverage technique is used in conjunction with virtual coverage anti-aliasing to provide higher quality transparency for rendering antialiased images.
Abstract: One embodiment of the present invention sets forth a technique for converting alpha values into pixel coverage masks Geometric coverage is sampled at a number of “real” sample positions within each pixel Color and depth values are computed for each of these real samples Fragment alpha values are used to determine an alpha coverage mask for the real samples and additional “virtual” samples, in which the number of bits set in the mask bits is proportional to the alpha value An alpha-to-coverage mode uses the virtual samples to increase the number of transparency levels for each pixel compared with using only real samples The alpha-to-coverage mode may be used in conjunction with virtual coverage anti-aliasing to provide higher-quality transparency for rendering anti-aliased images
TL;DR: In this paper, a new instruction called a 2 c is introduced to speed up thresholds comparison and coverage mask generation, which can be used to generate alpha-to-coverage transformation by a pixel shader, where the pixel shader compares data of a transparency column of a pixel and thresholds of sub-pixels of the pixel to generate a plurality of coverage masks.
Abstract: An alpha-to-coverage transformation is performed by a pixel shader. The pixel shader compares data of a transparency column of a pixel and thresholds of sub-pixels of the pixel to generate a plurality of coverage masks, and stores the plurality of coverage masks in the LSBs of the transparency column of the pixel, and finally update the data of the sub-pixels according to the coverage masks stored in the transparency column of the pixel. A new instruction “a 2 c” is invented to speed up such thresholds comparison and coverage mask generation.
TL;DR: The use of antialiasing techniques is crucial when producing high quality graphics as mentioned in this paper, however, there are important drawbacks to the use of MSAA in certain scenarios, such as the increase in processing time it consumes, which is not negligible at all.
Abstract: The use of antialiasing techniques is crucial when producing high quality graphics.
Up to now, multisampling antialiasing (MSAA) has remained the most advanced
solution, offering superior results in real time. However, there are important
drawbacks to the use of MSAA in certain scenarios. First, the increase in processing time it consumes is not negligible at all. Further, limitations of MSAA
include the impossibility, in a wide range of platforms, of activating multisampling when using multiple render targets (MRT), on which fundamental techniques
such as deferred shading [Shishkovtsov 05, Koonce 07] rely. Even on platforms
where MRT and MSAA can be simultaneously activated (i.e., DirectX 10), implementation of MSAA is neither trivial nor cost free [Thibieroz 09]. Additionally,
MSAA poses a problem for the current generation of consoles. In the case of the
Xbox 360, memory constraints force the use of CPU-based tiling techniques in
case high-resolution frame buffers need to be used in conjunction with MSAA;
whereas on the PS3 multisampling is usually not even applied. Another drawback
of MSAA is its inability to smooth nongeometric edges, such as those resulting
from the use of alpha testing, frequent when rendering vegetation. As a result,
when using MSAA, vegetation can be antialiased only if alpha to coverage is
used. Finally, multisampling requires extra memory, which is always a valuable
resource, especially on consoles.