I'm trying to write an anti-aliasing shader in HLSL, but I can't find any way to rasterize at a custom point. (in between pixels on the screen, but not orderly like supersampling) Is there any way to ...
I am trying to write a couple pixel shaders to apply to images similar to Photoshop effects. For example this effect: But I noticed there is aliasing in my resulting image (the above image is a ...
In Valve's Alpha Tested Magnification paper, it mentions using "per-pixel screen-space derivatives" for doing anti-aliasing. My understanding is that this is the ddx and ddy intrinsic functions in ...
I have two texture2d , one of these is a mask texture and have 2kind color and i use that for mask (filter) second texture2D something like float4 tex = tex2D(sprite, texCoord); float4 bitMask ...
See this paper: ftp://download.nvidia.com/developer/Papers/Mipmapping_Normal_Maps.pdf They describe the very simple implementation of an algorithm for antialiasing normal maps. I don't understand ...