If this is your first visit, be sure to check out the FAQ by clicking the link above. You may have to register before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below.
![]() |
|
|
#501 |
|
Senior Member
Join Date: Mar 2009
Location: Europe
Posts: 2,598
|
What makes me wonder: is it smart to apply MLAA recursively?
I mean: use it first the standard way, i.e. apply it once. But then, in theory you could apply the same algorithm again on the de-aliased image?! Would this make IQ better of worse - I don't know? If you already have detected much of the edges in the first appplication, you only find a few edges left in the second application - so the computational overhead may not be so large compared to the first application, as you only need few averaging? If a repeated application of MLAA further improves the IQ, one could apply it until one has the perfect IQ, i.e. no edges are detected anymore! And each application should be cheaper then the one before...resulting in the perfect IQ!!
__________________
I bid farewell with a rebel yell... |
|
|
|
|
|
#502 | |||
|
Regular
Join Date: Jun 2005
Posts: 24,905
|
Quote:
Anyway, here's a short and simple MLAA article: http://www.realtimerendering.com/blo...-antialiasing/ Quote:
They may be referring to this section ? Quote:
__________________
My wife pays up to hundreds of dollars for paintings we just hang on the wall They do nothing, just hang their. Journey is interactive, so it does more than our paintings. Art can be expensive! Get over it! -- 3rdamention@GAF |
|||
|
|
|
|
|
#503 | |
|
Senior Member
Join Date: Oct 2008
Posts: 1,567
|
Quote:
|
|
|
|
|
|
|
#504 | |
|
Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 25,990
|
Quote:
__________________
Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
|
|
|
|
|
|
#505 | ||
|
Senior Member
Join Date: Mar 2009
Location: Europe
Posts: 2,598
|
Quote:
We are here in a tech forum after all Quote:
__________________
I bid farewell with a rebel yell... Last edited by Billy Idol; 30-May-2010 at 17:27. |
||
|
|
|
|
|
#506 |
|
Member
Join Date: Mar 2008
Posts: 154
|
The MSAA sample comparisons are really not particularly useful, because sample count determines two distinct features of MSAA: subpixel resolution and the number of samples used to construct a pixel, which gives you the number of "steps" in a line (the smoothness, so to speak).
If you compare that to GoWAA (I like that. Sounds like GWAR.), we have no subpixel information (so 1x), but we have more then enough resolution for any slope possible in the image. In a 720p image, that would be 921600xMSAA. So, please, forget about samples for methods that rely on sampling. Thanks There are objective ways to compare AA methods by using error metrics, but that's not really practical. |
|
|
|
|
|
#507 |
|
Iron "BEAST" Man
Join Date: Mar 2007
Location: NGC2264
Posts: 8,382
|
Yeah, use of DOF for background aswell as color contrast does a lot to impact how easily jaggies are percieved.
|
|
|
|
|
|
#508 | |
|
Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 25,990
|
Quote:
DOF in background would more likely highlight jaggies, lowering the frequencies behind the jaggied edge. And again with the colour contrast, look at example images with (near-) white edges contrasted against darker backgrounds. GOW3's lack of aliasing isn't an optical illusion that breaks in more demanding situations, a lack of stepping until a metallic highlight reveals the pixelated nature of the framebuffer.
__________________
Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
|
|
|
|
|
|
#509 | |
|
Regular
Join Date: Jun 2005
Posts: 24,905
|
Quote:
The "SUMMARY AND FUTURE WORK" section hints at possible future development. I suspect your framework is more general than their implementation (because SPU cores is more flexible). What other areas are you looking to reapply the framework, if you can reveal the info ?
__________________
My wife pays up to hundreds of dollars for paintings we just hang on the wall They do nothing, just hang their. Journey is interactive, so it does more than our paintings. Art can be expensive! Get over it! -- 3rdamention@GAF |
|
|
|
|
|
|
#510 | |
|
Member
Join Date: Oct 2004
Posts: 699
|
Quote:
If you would run MLAA several times you wouldn't really improve the image quality as the first MLAA pass already did get rid of any visible edges. If secound time finds any they are most likely false edges and just grow additional artifacts. |
|
|
|
|
|
|
#511 |
|
Member
Join Date: Sep 2009
Location: New Zealand
Posts: 681
|
|
|
|
|
|
|
#512 | |
|
Senior Member
Join Date: Mar 2009
Location: Europe
Posts: 2,598
|
Quote:
I understand this, if the image is pure black and white! But if one considers a colored pic, I am not so sure if the definition of a edge is unique!! Multi Processor case: if one considers parallel version, I think that the edge detection alters due to the domain decomposition. In this case, the edge detection could depend on the domain decomposition...thus you could use MLAA recursively on different domain decompositions to improve IQ...
__________________
I bid farewell with a rebel yell... |
|
|
|
|
|
|
#513 | |
|
Senior Member
Join Date: Mar 2009
Location: Europe
Posts: 2,598
|
Quote:
__________________
I bid farewell with a rebel yell... |
|
|
|
|
|
|
#514 |
|
Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 25,990
|
That's because MSAA isn't particularly good.
Whereas MSAA will have a limited AA effect when it is applied, very noticeable on very shallow edges, which varies in AA ability given triangle alignments because of the sampling patterns, and can get broken with HDR, resulting in cases of no intermediary steps at all and discrete stepping (2xMSAA, 4xMSAA will have at least some intermediaries). Variations from game to game will happen not because of framebuffer content, but because of implementation, either missing some edges (and worst-case edges whould be the ones most detected, so visibility of non-AA'd edges will be minimal), or lots of tiny-object noise, or somesuch. Santa Monica described their first implentation only as good as 2xMSAA, which shows MLAA can be created in different flavours. With a common library of code though, games adopting GWAA specifically willl have the same IQ as GOW3, whether they are racers, platformers, shooters, horror-games, puzzlers, or any other genre of high or low contrast scenes.
__________________
Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
|
|
|
|
|
#515 |
|
Senior Member
Join Date: Mar 2009
Location: Europe
Posts: 2,598
|
And what about fast moving scenes? How does MLAA compare to MSAA?
In GOW3, you don't have so much fast moving cameras (in LBP as well)...compare this to a FPS/TPS game, where you can just stand still and fast turn around, i.e. fast moving cameras! So, you cannot translate GOWIII results automatically to fast moving camera games (for the record: I *don't* say that GOWIII has fixed cameras I remember repi posting about tests with BF:BC2+MLAA, he mentioned that you get some artefacts when moving around...
__________________
I bid farewell with a rebel yell... |
|
|
|
|
|
#516 | |
|
Member
Join Date: Oct 2004
Posts: 699
|
Quote:
Basically you lose sub-pixel accuracy on the edges and that causes some edges appearing and dissapearing. It also looks worse than MSAA on every small or thin edge, this is very apparent while moving. |
|
|
|
|
|
|
#517 | |
|
Junior Member
Join Date: Feb 2010
Posts: 35
|
Quote:
|
|
|
|
|
|
|
#518 | |
|
Senior Member
Join Date: Mar 2009
Location: Europe
Posts: 2,598
|
Quote:
When you grap an enemy, the camera zooms in fast, right! But at the same time lot's of cool post processing kicks in, focusing on Kratos and the foe, making jaggies hard to detect! For the record: I don't (I would never!) downplay GOWIII MLAA implementation in any form (I hail T.B and the rest of the MLAA ninja gang!!)- after all, it is my favorite game (not only graphics, but gameplay too!) I just want to find out, if MLAA can be applied to every other game out there! We can either wait, and see if all games on PS3 in future have MLAA or try now to come up with situations, where MLAA may not be so good...
__________________
I bid farewell with a rebel yell... |
|
|
|
|
|
|
#519 | |
|
Senior Member
Join Date: Mar 2009
Location: Europe
Posts: 2,598
|
Quote:
Nebula mentioned in another thread that you should not combine SSAA+MSAA due to a massive performance drop! What about combination of SSAA+MLAA? If MLAA is cheaper compared to MSAA, you could combine this with SSAA to fight small or thin edge aliasing?
__________________
I bid farewell with a rebel yell... |
|
|
|
|
|
|
#520 |
|
Iron "BEAST" Man
Join Date: Mar 2007
Location: NGC2264
Posts: 8,382
|
Found this thread with discussion about MLAA with people behind MLAA tech, devs and others and some perfomance talk.
http://ompf.org/forum/viewtopic.php?f=3&t=1395 |
|
|
|
|
|
#521 | |
|
Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 12,879
|
Quote:
|
|
|
|
|
|
|
#522 | ||
|
Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 25,990
|
If the edge detection doesn't rely on temporal relationships, motion is irrelevant. Each frame is AA'd to the same degree.
Quote:
Quote:
MLAA is cheaper for the resultant quality, but more expensive overall (impossibly expensive on current GPUs at the moment). SSAA is way too expensive to use in game circumstances as it doubles up the cost of every pixel. Basically, 2xSSAA 720p is equivalent to rendering 1080p and downscaling, and we know how few games can manage 1080p, let alone 1080p + MLAA!
__________________
Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
||
|
|
|
|
|
#523 | |
|
Regular
Join Date: Jun 2005
Posts: 24,905
|
Quote:
I think God of War's MLAA may have added some more special sauce since its edge detection is not embarrassingly parallelizable according to T.B. Is that why you want to name it GoWAA ? Didn't experience any strobing effect in the game. ^_^ Where would it come from ? Is edge blur cheaper than color blend ? Saboteur's AA looks good when the edge detection works. It's good to have a few variations to suit a particular game's needs.
__________________
My wife pays up to hundreds of dollars for paintings we just hang on the wall They do nothing, just hang their. Journey is interactive, so it does more than our paintings. Art can be expensive! Get over it! -- 3rdamention@GAF |
|
|
|
|
|
|
#524 | |
|
Senior Member
Join Date: Oct 2008
Posts: 1,567
|
Quote:
|
|
|
|
|
|
|
#525 | |
|
Senior Member
Join Date: Mar 2009
Location: Europe
Posts: 2,598
|
Quote:
So by slightly moving the viewpoint/changing the image you change the edges and then you must hope that the edge detection and the averaging process in MLAA does not produce something "complete" different as compared to the frame before...
__________________
I bid farewell with a rebel yell... |
|
|
|
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|