zhugel_007
Newcomer
Hi all,
I am not quite clear of how msaa works.
Here is the definition in wiki:
"multisampling" refers to a specific optimization of supersampling. The specification dictates that the renderer evaluate one color, stencil, etc. value per pixel, and only "truly" supersample the depth value.
If only depth is "supersampled", how is the color value calculated?
Then i read the doc from nvidia's csaa:
MSAA reduces the shader overhead of this operation by decoupling shaded
samples from stored color and coverage; this allows applications using
antialiasing to operate with fewer shaded samples while maintaining the same
quality color/z/stencil and coverage sampling. CSAA further optimizes this
process by decoupling coverage from color/z/stencil, thus reducing bandwidth
and storage costs.
And i am completely confused. Is depth "supersampled" or not? How does csaa work exactly?
Thanks!
I am not quite clear of how msaa works.
Here is the definition in wiki:
"multisampling" refers to a specific optimization of supersampling. The specification dictates that the renderer evaluate one color, stencil, etc. value per pixel, and only "truly" supersample the depth value.
If only depth is "supersampled", how is the color value calculated?
Then i read the doc from nvidia's csaa:
MSAA reduces the shader overhead of this operation by decoupling shaded
samples from stored color and coverage; this allows applications using
antialiasing to operate with fewer shaded samples while maintaining the same
quality color/z/stencil and coverage sampling. CSAA further optimizes this
process by decoupling coverage from color/z/stencil, thus reducing bandwidth
and storage costs.
And i am completely confused. Is depth "supersampled" or not? How does csaa work exactly?
Thanks!