[Nouveau] Jittered antialiasing.
Ove Karlsen
ove.karlsen at paradoxuncreated.com
Wed Nov 7 06:33:17 PST 2012
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%¤ 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=2268
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 være med deg / Peace Be with You,
Ove Karlsen
http://www.paradoxuncreated.com
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