"Never measure the height of a mountain until you have reached the top. Then you will see how low it was."
- Dag Hammarskjöld
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Query FailedGr�gory
Thursday, February 5, 2009

btw, are you far from publishing a demo using it?

dvoid
Sunday, February 1, 2009

Really nice blog

// dvoidis.blogspot.com

sqrt[-1]
Saturday, January 31, 2009

Thanks, This is a really useful tip.

Wheret
Friday, January 30, 2009

I like that AMD added SV_Coverage output to GLSL as well (gl_Coverage).

Humus
Thursday, January 29, 2009

That would probably work. I assume it doesn't have to be put across a corner like that, because that wouldn't work for me, but if I can put it on a desk edge it might work.

Humus
Thursday, January 29, 2009

Alpha-to-coverage already looks kinda noisy at a distance, so it doesn't change much in that respect. It is slightly noisier right now, but that could probably be fixed by adjusting the pseudo-random function. Alternatively one could tighten it like I did in my alpha-to-coverage demo:
http://www.humus.name/index.php?page=3D&ID=61
At least for the minification case that would probably be a good idea.

Performance-wise it's of course a bit worse. In this test case I'm only outputting a textured quad, and alpha-to-coverage is 1.09ms vs 1.99ms for this technique. The alpha-to-coverage case is a single instruction shader whereas this technique requires 10. It should be mentioned that it's kind of a worst case shader as well with all of those 10 instruction slots only utilizing a single scalar, so the ALUs are used to 1/5 the theorethical max on my 3870x2. In a full-blown shader it would probably not add much to the total instruction count.

Vil�m Otte
Thursday, January 29, 2009

Nice idea, I haven't tried it yet, but imagine that you have some objects pretty far from your position - wouldn't it look more noisy?
Also can you give us how was it with performance - with/without custom alpha to coverage?

Chris
Tuesday, January 27, 2009

Perhaps http://www.amazon.com/Ziotek-LCD-MONITOR-SHELF-BLACK/dp/B000BSN166

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