"Old programmers never die. They just branch out to a new address."
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Query Failedcrystallize
Tuesday, August 30, 2011

Does this technique allows alpha texture edges to be antialiased, like GBAA, or not?

Humus
Sunday, August 28, 2011

The DX10.1 is slightly faster due to the use of Gather(), which halves the number of texture fetches.

Ethan
Sunday, August 28, 2011

What is the difference between Dx 10 and 10.1?

drp
Tuesday, August 23, 2011

Awesome Humus! Congrats on the next-gen stuff too!

Humus
Monday, August 22, 2011

Yes, the slides are available here:
http://iryoku.com/aacourse/

Humus
Monday, August 22, 2011

Well, shader aliasing is a whole different set of problem. Yes, it is often at least as distracting as edge jaggies. A complete antialiasing solution needs to address both, but unless you are able to encode some additional information in the buffer I think shader aliasing is near impossible to solve as a post-process. I think that's better handled in the affected shader itself. Edge jaggies are possible to deal with in a post-step though, as have been demonstrated here and elsewhere.

As for alpha-test, the long-term solution is to switch to some form of OIT technique and blend properly.

drp
Thursday, August 11, 2011

Hey, are you guys planning to make the course slides available online?

Nuninho1980
Monday, August 8, 2011

I got 685 fps in camera default and I got min 315 fps (1280x960@4xAA-16xAF) running new GF GTX 480 (upgraded on november 18, 2010) after 9800GT (dead=no image screen (worked fine until unplug to upgrade) - impossible fix in oven) is a bit slower than 8800GTS 640 (2 times dead=artifacts but again back to life). you look my previous post for difference performance.

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