Please guys, "lose" not "loose". The first is "to misplace something", the second is "not tight". I'm seeing this mistake so often now even I'm beginning to lose my mind!!!
Well, for totally random sampling, I don't doubt it.sonix666 said:SGI has always been saying in their documentation that random sampling AA should at least use 16 samples to look good. Doing random sampling at 4 or 6 samples would look ugly in my opinion.
Xmas said:Uttar, I'm pretty sure they are not using SSAA, even if they call it SSAA in the paper. Supersampling for polygon edges only doesn't make sense at all.
Ailuros said:Considering I'm a greek, minor quirks like that should be forgiven *hangs head*
Ilfirin said:
The fragment detection doesn't impact fillrate.Uttar said:Hmm, yes, I think you're right there.
While they DO use the term "supersample" , they also say it "does not impact fillrate".
Bah, bad wording I guess. Sorry for the stupid question then...
I don't buy that argument. 4x4 multisampling is even simpler than 4x4 supersampling in this case.Chalnoth said:While the whitepaper does not state whether or not fragment AA uses supersampling, it seems to make sense that it would have to. Otherwise Matrox would be able to use a more advanced form of FSAA than simple 4x supersampling when "normal" FSAA is selected.
Except then it should easily be able to do 4x multisampling when using "normal" FSAA.Xmas said:I don't buy that argument. 4x4 multisampling is even simpler than 4x4 supersampling in this case.
Not necessarily. But most probably it's not even "full multisampling", just storing two colors and a coverage mask or something similar is more likely.Chalnoth said:Except then it should easily be able to do 4x multisampling when using "normal" FSAA.
With 2x AA, or with very small polygons, yes. But the more samples you use, the less it resembles supersampling.DaveBaumann said:Multi-sampling is effectively supersampling at polygon edges anyway.
Actually, no. Imagine drawing a quad as two triangles with a checkboard texture applied. If you actually did supersampling on the edges, then you would see a seam where the two triangle meet. This doesn't happen with multisampling because the same texture sample is used regardless of which triangle the edge pixel falls in (sample point is always in the center).DaveBaumann said:Multi-sampling is effectively supersampling at polygon edges anyway.
Randell said:Ailuros said:Considering I'm a greek, minor quirks like that should be forgiven *hangs head*
which is why I let it go Ail. You know how I love to pick up on your fowl spelling
That argument doesn't make any sense to me. The observations make the argument for the actual AA technique to be more like multisampling as Xmas said. If the hardware was able to 16x supersample pixels the fall back supersampling mode would have used a spare sample pattern.Chalnoth said:While the whitepaper does not state whether or not fragment AA uses supersampling, it seems to make sense that it would have to. Otherwise Matrox would be able to use a more advanced form of FSAA than simple 4x supersampling when "normal" FSAA is selected (Btw, I am aware that this argument isn't perfect, but I think that this, combined with the performance hit of FAA, makes it seem highly likely that supersampling is used on fragments).
Or just do MSAA MSAA will catch intersections. The reason is that each subsample has it's own Z value. Apparently, Matrox's FAA uses the same Z value for all subsamples so it will break down on intersections.3dcgi said:Also, the only way for an edge detection algorithm to catch all edges including intersection edges is to do full scene AA or to transform all the edges before starting rasterization. At least those are the only ways I know of.