tag:blogger.com,1999:blog-398682525365778708.post1528641723873885570..comments2023-07-06T02:40:05.577-07:00Comments on Diary of a Graphics Programmer: Multisample Anti-AliasingWolfgang Engelhttp://www.blogger.com/profile/11031097395025597662noreply@blogger.comBlogger8125tag:blogger.com,1999:blog-398682525365778708.post-91086050886650937842010-05-03T13:01:21.250-07:002010-05-03T13:01:21.250-07:00Excellent! This is the best intro reference to MSA...Excellent! This is the best intro reference to MSAA on the web.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-398682525365778708.post-908766780019965372010-01-30T04:47:45.431-08:002010-01-30T04:47:45.431-08:00I've tried this method but it fails as soon as...I've tried this method but it fails as soon as you have intersecting triangles. This can cause severe aliasing artifacts. Anyone knows if there is a better method for edge detection?Henning Semlernoreply@blogger.comtag:blogger.com,1999:blog-398682525365778708.post-36376024255630689462009-06-15T14:47:19.770-07:002009-06-15T14:47:19.770-07:00Humus: this is very cool. I am implementing the DX...Humus: this is very cool. I am implementing the DX10 version first.<br />I believe what I describe here for the DirectX 11 version can be also used on the XBOX 360.Wolfgang Engelhttps://www.blogger.com/profile/11031097395025597662noreply@blogger.comtag:blogger.com,1999:blog-398682525365778708.post-8796064351468351642009-06-15T12:24:28.657-07:002009-06-15T12:24:28.657-07:00In my Deferred Shading 2 demo (http://www.humus.na...In my Deferred Shading 2 demo (http://www.humus.name/index.php?page=3D&ID=81) I used a similar technique, but instead of outputting two interpolators I simply check whether frac(SV_Position) equals 0.5, indicating whether it was moved from the center of the pixel.Humushttp://www.humus.namenoreply@blogger.comtag:blogger.com,1999:blog-398682525365778708.post-69536639605680094082009-06-14T09:56:16.824-07:002009-06-14T09:56:16.824-07:00Yes, I believe Nicolas or other AMD people worked ...Yes, I believe Nicolas or other AMD people worked with those guys.Wolfgang Engelhttps://www.blogger.com/profile/11031097395025597662noreply@blogger.comtag:blogger.com,1999:blog-398682525365778708.post-20760755941929772672009-06-14T04:45:34.333-07:002009-06-14T04:45:34.333-07:00Stalker has already utilized this technique:
http...Stalker has already utilized this technique:<br /><br />http://developer.amd.com/gpu_assets/Stalker%20-%20Clear%20Sky%20A%20DirectX%20showcase.ppsUnknownhttps://www.blogger.com/profile/04754793968272229947noreply@blogger.comtag:blogger.com,1999:blog-398682525365778708.post-5395028691198196442009-06-13T11:59:56.943-07:002009-06-13T11:59:56.943-07:00This is what the documentation says about OMSetBle...This is what the documentation says about OMSetBlendState:<br />void OMSetBlendState<br />(<br /> ID3D11BlendState *pBlendState,<br /> const FLOAT BlendFactor[4],<br /> UINT SampleMask<br />);<br />I am talking about the SampleMask variable in here.<br />I mean using a multisampled rendertarget and rendering into its samples with this mask.<br />You can't use a non-multisampled render target because the depth buffer is multi-sampled ... with a Deferred renderer.<br />Your resolve happens after this.Wolfgang Engelhttps://www.blogger.com/profile/11031097395025597662noreply@blogger.comtag:blogger.com,1999:blog-398682525365778708.post-40429285622466149342009-06-13T10:12:28.808-07:002009-06-13T10:12:28.808-07:00OMSetBlendState takes care of the output, but how ...OMSetBlendState takes care of the output, but how does every pass get to the needed sample on DX10.0? Do you mean not using hardware resolve and using double-size non-MSAA RTs instead?...<br /><br />Sorry if this is a really dumb question.peirzhttp://bpeers.com/blognoreply@blogger.com