A technique to smooth the jagged edges of graphical shapes when rendering them.

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1answer
4k 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
589 views

XNA Multisampling only for 3D

I am working on a game which consists of 3D elements and a 2D GUI. I have it working properly, but I want to enable multisampling for only the 3D parts, and not the 2D Textures. Otherwise, the GUI ...
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1answer
1k 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 =...
5
votes
1answer
2k views

What advantages does multisampling have over supersampling?

I never really fully understood this, or found an article which explained all the steps in a friendly way. I'll start with what I do know already (which I hope do not contain misconceptions). I'm ...
2
votes
0answers
141 views

Tool for editing sprites contour pixel alpha value [closed]

I have seen that most games uses sprites that have a transparent contour, that is, the pixels that belongs to the contour of the object in the WxW sprite image is below 255. It is not perfectly opaque,...
1
vote
1answer
581 views

How to calculate the viewing cone radius at a distance in raymarching?

I'm "raymarching distance fields" (proper lingo: sphere-tracing) in GLSL. To implement cone-marching atop of it (and also to minimize the number of raymarching steps regardless of whether cone-...
2
votes
1answer
600 views

How do I clear up artifacts between aligned faces when using AA in XNA 4.0?

I'm working on a graphics engine that lets you walk around a world that is made up of cubes (voxel engine) and I'm having some difficulties getting the results I want. I'm not the best at 3D graphics,...
3
votes
1answer
2k views

Are shader-based antialiasing methods making traditional multisampling obsolete?

See an analysis of FXAA here, and the page for SMAA here Now these methods have a drawback which is that they are not capable of improving quality in a physically accurate way, like multisampling ...
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vote
2answers
191 views

Why is antialiasing dependent on sampling?

I am thinking about the best ways to render two dimensional objects in the highest detail possible using modern graphics technology and it occurred to me that when I simplify a situation enough, I ...
1
vote
1answer
1k views

How would I go about using FXAA in XNA?

This isn't so much a "give me teh codez" as it is a request for the "right" steps to go through. I want to implement FXAA in XNA, but I'm a relative newb to the graphics side of game dev, so I'm not ...
0
votes
1answer
145 views

Problems in exporting terrain from autodesk 3ds

i am trying to make small counter strike sort of game and for the terrain part i have exported the terrain in 3ds format from Autodesk 3ds-max and imported the same in opengl using lib3ds. Its working ...
5
votes
3answers
691 views

Should I implement anti-aliasing by rendering large and scaling down?

Having read about anti-aliasing, I came to realise that I could render my scene 8× the original size of the screen, then shrink it to render it on my original screen to improve the effect that I have ...
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votes
3answers
19k views

How do I implement anti-aliasing in OpenGL?

I want to do full-screen anti-aliasing in OpenGL, and dont want to use the anti-aliasing that is provided by OpenGL itself, since I am building a game and want good effects in it. How should I ...
5
votes
2answers
1k views

Preventing XNA from anti-aliasing textures?

It appears that if a image is undersized for covering the model it's set to cover, it anti-aliases instead of stretches. How can I control this behavior?
3
votes
3answers
752 views

Problem in blitting a clean, crisp sprite

I am having a bit of a tooling problem...and I am unsure of how to solve it. I am currently using PyGame to try and write a simple Minesweeper clone, except my sprites that I made are hexagon based ...
5
votes
1answer
448 views

Line at edge of transparent texture on XNA mesh

I have a mesh that is computer generated with a texture on top of it with transparancy on one side. The SamplerState is set to LinearWrap because I would like the texture to wrap. The problem I have ...
6
votes
2answers
3k views

How do I draw anti-aliased holes in a bitmap

I have an artillery game (hobby-learning project) and when the projectile hits it leaves a hole in the ground. I want this hole to have antialiased edges. I'm using System.Drawing for this. I've tried ...
7
votes
2answers
2k views

Enabling multisampling in Irrlicht?

I'm working on a little game that uses Irrlicht. I'm pretty new to Irrlicht and I was wondering how I could enable multisampling. The device driver is EDT_OPENGL initiated as such: IrrlichtDevice *...
3
votes
2answers
673 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 ...