"If a man speaks in the forest and there is no woman around to hear him, is he still wrong?"
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Query Faileddrp
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.

Hans
Friday, August 5, 2011

While both of your demos are impressive, you can only smooth rugged edges using any form of post processing. I find "blinking pixels" as more annoying form of aliasing (ie. when you have black fence and bright background, at some distance fence width will be smaller than pixel resulting in quite random black fence pixels being drawn)
In case of alpha-tested textures (or shader discarded pixels in general) you can always revert to alpha-blending (with all its burden) but solving this for sub-pixel triangles would require some custom rasterizer (or geometry shader black magic?). Any thoughts on this subject?

(That alpha blended edge anti-aliasing from voodoo2 would come in handy )

Humus
Saturday, July 30, 2011

Well, GBAA has a fullscreen resolve pass that GPAA doesn't have. So with a trivial scene GPAA is bound to have better performance. As geometric density increases though GBAA should turn out faster.

Mat
Thursday, July 28, 2011

Humus,

in term of performance, wich one does better in a same scene? I guess GBAA would be better because of the single pass geometry but I guess the technique itself can be slower.

btw, keep up the good work man! :P

sqrt[-1]
Thursday, July 21, 2011

Awesome demo again! - This has me wondering if it would be possible to update the way you do the alpha tested edges in a more generic fashion.

eg. similar to what you did with your old demo where you did selective multisampling based on the highlight, if you could detect the distance to where an AA edge should be - perhaps process the "specular mask" in a similar way?

I dunno - just rambling.

Tisten
Tuesday, July 19, 2011

Ah, I did not see that you had updated it. It really was gamma which caused the problem and getting the new framework solved it.

Humus
Tuesday, July 19, 2011

You have the latest Framework3? Not that I can think of anything in particular that would cause that.

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