From mboxrd@z Thu Jan 1 00:00:00 1970 From: Ove Karlsen Subject: Jittered antialiasing. Date: Wed, 07 Nov 2012 15:33:17 +0100 Message-ID: <509A712D.5070700@paradoxuncreated.com> Mime-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" Content-Transfer-Encoding: quoted-printable Return-path: List-Unsubscribe: , List-Archive: List-Post: List-Help: List-Subscribe: , Sender: nouveau-bounces+gcfxn-nouveau=m.gmane.org-PD4FTy7X32lNgt0PjOBp9y5qC8QIuHrW@public.gmane.org Errors-To: nouveau-bounces+gcfxn-nouveau=m.gmane.org-PD4FTy7X32lNgt0PjOBp9y5qC8QIuHrW@public.gmane.org To: nouveau-PD4FTy7X32lNgt0PjOBp9y5qC8QIuHrW@public.gmane.org List-Id: nouveau.vger.kernel.org In doom 3, there is a function called "jitter the subsampling matrix" = (r_jitter) I thought about doing an improved version of this, but I lack the = expertise in driver development. But I share the idea with you, so that = you may implement it, as a lowest resource antialiasing. Carmack modulates the subsampling with white noise. That gives a = psychovisual effect, that is a bit noisy, because of low-frequency = variations. This can be improved by modulating with highpassed noise = instead. Also the technique can be improved by blending frames, say 1 frame is = blended with 30% of second, 20%=A4 of third 10% of fourth. And probably no = more than that. Ratios and highpass should be tunable also. Maybe a = lowpass on the noise would be good too, to remove extreme high-freqency. Then you get jittered antialiasing, that combines several frames of = different subsampling, to an average psychovisual effect, of higher = resolution, and antialiasing. Combining it with just a little smoothing from 2xMSAA and 2xAniso, is = probably perfect. 2xAniso can be sharpened up with -0.5lodbias, and then = it gives a smoother/more natural result when close, than higher aniso, = and still sharp at distance. Also - Great performance in games, low latency, fast desktop: A lot of people have been talking about these things lately. These = things are already solved, and I sum them up, on my blog, as I have been = researching the same, for quite some time. : = http://paradoxuncreated.com/Blog/wordpress/?p=3D2268 John Carmack talks about not being able to run doom 3 at 60fps on = consoles. So it runs at 30. I am now running it at 72, with LOW Jitter (constant gliding framerate). And that is even on what is today a modest dualcore 2.5ghz + a gtx 280. So this is what you want. -- = Fred v=E6re med deg / Peace Be with You, Ove Karlsen http://www.paradoxuncreated.com