Aggregate G-Buffer Anti-Aliasing

被引:16
作者
Crassin, Cyril [1 ]
McGuire, Morgan [1 ,2 ]
Fatahalian, Kayvon [3 ]
Lefohn, Aaron [1 ]
机构
[1] NVIDIA, Santa Clara, CA 95050 USA
[2] Williams Coll, Williamstown, MA 01267 USA
[3] Carnegie Mellon Univ, Pittsburgh, PA 15213 USA
来源
PROCEEDINGS - I3D 2015 | 2015年
关键词
anti-aliasing; graphics pipelines; pre-filtering; shading;
D O I
10.1145/2699276.2699285
中图分类号
TP301 [理论、方法];
学科分类号
081202 ;
摘要
We present Aggregate G-Buffer Anti-Aliasing (AGAA), a new technique for efficient anti-aliased deferred rendering of complex geometry using modern graphics hardware. In geometrically complex situations, where many surfaces intersect a pixel, current rendering systems shade each contributing surface at least once per pixel. As the sample density and geometric complexity increase, the shading cost becomes prohibitive for real-time rendering. Under deferred shading, so does the required framebuffer memory. AGAA uses the rasterization pipeline to generate a compact, pre-filtered geometric representation inside each pixel. We then shade this at a fixed rate, independent of geometric complexity. By decoupling shading rate from geometric sampling rate, the algorithm reduces the storage and bandwidth costs of a geometry buffer, and allows scaling to high visibility sampling rates for anti-aliasing. AGAA with 2 aggregate surfaces per-pixel generates results comparable to 8x MSAA, but requires 30% less memory (45% savings for 16x MSAA), and is up to 1.3x faster.
引用
收藏
页码:109 / 119
页数:11
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