Ghost of D3D
Banned
First of all, I just recently registered here (although this is not my first post). Thanks for being patient with me is a general disclaimer I use after the previous sentence.
The title of my thread can be a little bold but I'm relatively new to the topic of 3D technology.
There are a number of ways that aliasing can occur, and more importantly, present itself to any one particular sufferer. I am not sure if what I am suggesting below is viable, or is already being implemented (or at least, considered) in behind-doors next-gen offerings, or if it was simply too expensive :
A hardware feature that would be a very helpful component to address all forms of aliasing would be the ability to have the exact pixel centers (probably on a per-quad basis, so derivatives are still correct) jittered in a controllable way instead of being on a fixed grid. Just jittering the texel sampling point in a shader does indeed reduce all forms of in-surface aliasing (at the expense of adding noise, almost usually), but wouldn't it be nice to have that "unified" geometric anti-aliasing as well?
How viable is this?
The title of my thread can be a little bold but I'm relatively new to the topic of 3D technology.
There are a number of ways that aliasing can occur, and more importantly, present itself to any one particular sufferer. I am not sure if what I am suggesting below is viable, or is already being implemented (or at least, considered) in behind-doors next-gen offerings, or if it was simply too expensive :
A hardware feature that would be a very helpful component to address all forms of aliasing would be the ability to have the exact pixel centers (probably on a per-quad basis, so derivatives are still correct) jittered in a controllable way instead of being on a fixed grid. Just jittering the texel sampling point in a shader does indeed reduce all forms of in-surface aliasing (at the expense of adding noise, almost usually), but wouldn't it be nice to have that "unified" geometric anti-aliasing as well?
How viable is this?