Morphological antialiasing
Morphological antialiasing (MLAA) is a spatial anti-aliasing technique used in real-time computer graphics. It reduces artifacts, such as jaggies, when representing a high-resolution image at a lower resolution.
Contrary to multisample anti-aliasing (MSAA), which does not work for deferred rendering, MLAA is a post-process filtering which detects borders in the resulting image and then finds specific patterns in these. Anti-aliasing is achieved by blending pixels in these borders, according to the pattern they belong to and their position within the pattern.[1][2][3]
Introduced in 2009, MLAA was an early and influential example of anti-aliasing techniques done in post-processing, which makes them suitable for deferred shading. A similar method in this class is fast approximate anti-aliasing (FXAA).[4] Temporal anti-aliasing, also a post-process, has become the most common anti-aliasing method for real-time rendering and video games.[5]
Enhanced subpixel morphological antialiasing, or SMAA, is an image-based GPU-based implementation of MLAA[6] developed by Universidad de Zaragoza and Crytek.[7]
See also
References
- ↑ "MLAA: Efficiently Moving Antialiasing from the GPU to the CPU". Intel. https://software.intel.com/sites/default/files/m/d/4/1/d/8/MLAA.pdf.
- ↑ "MORPHOLOGICAL ANTIALIASING AND TOPOLOGICAL RECONSTRUCTION". Institut d'électronique et d'informatique Gaspard-Monge (IGM). http://igm.univ-mlv.fr/~biri/mlaa-gpu/TMLAA.pdf.
- ↑ "Digital Foundry: The Future of Anti-Aliasing". Eurogamer. 2011-07-16. https://www.eurogamer.net/articles/digital-foundry-future-of-anti-aliasing.
- ↑ Jimenez, Jorge; Gutierrez, Diego; Yang, Jason et al. (2011-08-07). "Filtering approaches for real-time anti-aliasing" (in en). ACM SIGGRAPH Courses 2011 (ACM): 1–329. doi:10.1145/2037636.2037642. ISBN 978-1-4503-0967-7. https://www.iryoku.com/aacourse/downloads/Filtering-Approaches-for-Real-Time-Anti-Aliasing.pdf.
- ↑ Yang, Lei; Liu, Shiqiu; Salvi, Marco (2020-06-13). "A Survey of Temporal Antialiasing Techniques" (in en). Computer Graphics Forum 39 (2): 607–621. doi:10.1111/cgf.14018. ISSN 0167-7055. http://behindthepixels.io/assets/files/TemporalAA.pdf.
- ↑ "iryoku/smaa: SMAA is a very efficient GPU-based MLAA implementation". https://github.com/iryoku/smaa.
- ↑ Jorge Jimenez and Jose I. Echevarria and Tiago Sousa and Diego Gutierrez (2012). "SMAA: Enhanced Subpixel Morphological Antialiasing". Computer Graphics Forum (Proc. EUROGRAPHICS 2012) 31 (2). JIMENEZ2012_CGF. http://www.iryoku.com/smaa/. Retrieved 2018-12-13.
