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dc.contributor.authorMagnussen, Birk Martinen_US
dc.contributor.editorVangorp, Peteren_US
dc.contributor.editorHunter, Daviden_US
dc.date.accessioned2023-09-12T05:44:50Z
dc.date.available2023-09-12T05:44:50Z
dc.date.issued2023
dc.identifier.isbn978-3-03868-231-8
dc.identifier.urihttps://doi.org/10.2312/cgvc.20231198
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/cgvc20231198
dc.description.abstractSubpixel geometry often causes lighting artifacts. In some cases, post-process anti-aliasing algorithms are not sufficiently able to smooth the resulting image. For forward rendering pipelines, multi-sample anti-aliasing is a powerful tool to avoid such artifacts. However, modern rendering pipelines commonly use deferred shading, which causes issues for multi-sample anti-aliasing. This article proposes a new method of combining a pipeline using deferred shading with multi-sample antialiasing while avoiding common pitfalls. The proposed method achieves this by intelligently resolving the geometry buffers with a custom shader based on the depth of samples. This allows the lighting shader to run unchanged on the geometry buffer on a per-fragment basis without additional performance costs. Furthermore, the proposed method is easy to retrofit to existing engines as no changes are required to either the model rendering shader or the deferred lighting shader. The proposed method is demonstrated and implemented on the example of the open-source game engine FreeSpace Open. It is shown that the proposed method is capable of preventing subpixel geometry artifacts, while also avoiding lighting artifacts from resolving geometry buffers and avoiding the performance overhead of calculating lighting per sample.en_US
dc.publisherThe Eurographics Associationen_US
dc.rightsAttribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectCCS Concepts: Computing methodologies -> Antialiasing; Rendering
dc.subjectComputing methodologies
dc.subjectAntialiasing
dc.subjectRendering
dc.titleIntra-Model Smoothing Using Depth Aware Multi-Sample Anti-Aliasing for Deferred Rendering Pipelinesen_US
dc.description.seriesinformationComputer Graphics and Visual Computing (CGVC)
dc.description.sectionheadersImaging and Rendering
dc.identifier.doi10.2312/cgvc.20231198
dc.identifier.pages81-86
dc.identifier.pages6 pages


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Attribution 4.0 International License
Except where otherwise noted, this item's license is described as Attribution 4.0 International License