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dc.contributor.authorFridvalszky, Andrásen_US
dc.contributor.authorTóth, Balázsen_US
dc.contributor.editorWilkie, Alexander and Banterle, Francescoen_US
dc.date.accessioned2020-05-24T13:42:26Z
dc.date.available2020-05-24T13:42:26Z
dc.date.issued2020
dc.identifier.isbn978-3-03868-101-4
dc.identifier.issn1017-4656
dc.identifier.urihttps://doi.org/10.2312/egs.20201008
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/egs20201008
dc.description.abstractWe propose a novel method for multisample anti-aliasing in deferred shading. Our technique successfully reduces memory and bandwidth usage. The new model uses per-pixel linked lists to store the samples. We also introduce algorithms to construct the new G-Buffer in the geometry pass and to calculate the shading in the lighting pass. The algorithms are designed to enable further optimizations, similar to variable rate shading. We also propose methods to satisfy constraints of memory usage and processing time. We integrated the new method into a Vulkan based renderer.en_US
dc.publisherThe Eurographics Associationen_US
dc.rightsAttribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/]
dc.subjectComputing methodologies
dc.subjectRasterization
dc.subjectAntialiasing
dc.titleMultisample Anti-aliasing in Deferred Renderingen_US
dc.description.seriesinformationEurographics 2020 - Short Papers
dc.description.sectionheadersRendering II + Shape
dc.identifier.doi10.2312/egs.20201008
dc.identifier.pages21-24


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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