Game development presentations - a useful reference

One could even call it "Material-based" Anti-Aliasing (MBAA) with a TAA fallback ...

Surface-based Anti-Aliasing (SBAA) does classification of the samples based on their depth range. Our surfaces or regions of samples in a pixel would be aggregated together based on their discontinuous depth ranges. We then shade a sample per each unique surface bordering each other in the same pixel ...

In MBAA, our regions of samples in a pixel will get classified according to our material. Unfilled samples in a pixel could be approximated from samples sharing the same material in our quad or they could be potentially switched within our quad ...

If we postulate that our regions of samples in a pixel will often share the same material and depth range then this might be a sound assumption. What would happen in a case where our regions of samples share the same material but they don't share the same depth range ? In this scenario, aliasing would almost certainly become a problem again because our discontinuous region of samples based on materials wouldn't correlate anymore with their depth ranges or more likely the edges of their surfaces ...
 
It has not released yet - but the GDC presentation concerning scalable shadow solutions (Shadows of Cold War: A Scalable Approach to Shadowing) from Treyarch is brilliant. Really informative and well presented.

How long after the conference are presentations usually released to the public?
 
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