Jawed
Legend
NVidia appears to be "promoting" the idea of shader based anti-aliasing, rather than doing so as a function of the ROPs - David Kirk made some comments along these lines and the Luna demo seemingly uses a shader AA technique (though I'm not absolutely sure).
So how would shader AA techniques work? What would differentiate them from super-sampling?
Also presumably there'd be a need to perform different AA techniques depending on the source of the problem, e.g. differentiating between:
Jawed
So how would shader AA techniques work? What would differentiate them from super-sampling?
Also presumably there'd be a need to perform different AA techniques depending on the source of the problem, e.g. differentiating between:
- polygon edges
- aliasing due to lighting (e.g. specular)
- aliasing due to normal-mapping
- blur (e.g. depth of field) - AA not needed
Jawed