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Query Failed
WheretIB
Sunday, March 13, 2011
Since the depth-buffer is used to remove lines that are hidden, I figure that it doesn't work with transparent surfaces?
Humus
Sunday, March 13, 2011
Tom: The depth-buffer is not used other than removing lines that are hidden. No particular information is extracted from it during antialiasing, but the deferred rendering part of the demo does of course read it.
TomF: I was unaware of that paper, but the idea is indeed quite similar. The difference is I blend as a post-step over a final image whereas AFAICT he's rendering antialiased lines and doing the shading of both sides of the edge.
Ben
Sunday, March 13, 2011
It looks really really good! I'm curious to see scenes with more geometric detail.
TomF
Sunday, March 13, 2011
Interesting! The choice of where to AA is similar to "Discontinuity Edge Overdraw" by Sander et al: http://research.microsoft.com/en-us/um/people/hoppe/ But the way you deal with it is very different.
I'm sure I remember a paper somewhere that generated a screen-space buffer of the specific places where the "smudging" needed to be done, rather than doing each line separately. So much like the "future work" you suggested of a single render of the scene, rendering pixels to one buffer, edges to another, then the smudging pass is a single pass over the whole screen. Of course I can't remember where I saw it now - my brain is old.
Why do you say you're "copying" the first pass to a texture? It's not AA, so you should just be able to render directly to the texture, no?
Tom
Sunday, March 13, 2011
Looks great! Got a higher res image to look at?
Are you using a depth-buffer for this effect?
Jarhad
Thursday, March 3, 2011
I don't know why, but I've bunched your site together with Maddox's (maddox.xmission.com). Every few months I'll be reminded of one and immediately think of the other. That's basically how I've been able to keep up with your posts over the years.
Now that you're on Twitter, I'll be able to check up on you more often. I hope you'll be making posts more frequently.
Well that's all I have to say. Have a good one,
Jarhad
Humus
Monday, February 28, 2011
sqrt[-1]: Cool stuff.

I definitively have to get my hands dirty in WebGL soon.
Seven: I tried poking around a little with that, but didn't note any gains.
Seven
Sunday, February 27, 2011
And those smilies should be double-quote and close bracket... " ), not "

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