Tagged Questions
3
votes
0answers
66 views
Custom sampling points for anti-aliasing
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 ...
1
vote
0answers
108 views
How to achieve supersampling / anti-aliasing in pixel shaders?
I am trying to write a couple pixel shaders to apply to images similar to Photoshop effects. For example this effect: ...
4
votes
1answer
724 views
How do I use screen-space derivatives to antialias a parametric shape in a pixel shader?
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 ...
1
vote
1answer
567 views
2D Mask antialiasing in xna hlsl
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 ...
3
votes
2answers
535 views
Trying to understand relatively simple normal map antialiasing paper
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 ...