Spatial AA vs. Temporal AA

arjan de lumens said:
What ATI is doing with their 'temporal anti-aliasing' would IMO more correctly be referred to as a kind of 'temporal dithering'.
Very good term, IMO :)

trinibwoy, every game exhibits temporal aliasing. Temporal aliasing are all the artifacts that show because you render images at discrete moments in time, not continuous (which is impossible)
 
Xmas said:
trinibwoy, every game exhibits temporal aliasing. Temporal aliasing are all the artifacts that show because you render images at discrete moments in time, not continuous (which is impossible)

I'll just expand on that a bit, for the benefit of those who may not understand the implications of what you said.

The "classic" demonstration of temporal aliasing artifacts is the "rotating wagon wheel." If you've ever seen a motion picture where there's a wagon wheel spinning, espcially as it's changing speed (or maybe helicopter blades is more relevant for today's time), you've seen the "the spokes look like they're moving slower...and actually spinning backwards!" When in reality you know they're moving forward very fast.

That is an aillustration of temporal aliasing. Because film is only captured at 24 FPS, you only get "24 snapshots per second" to try and convey the idea of motion, when the ideal is to have infinite frame rate.

Imagine a wagon wheel with only one spoke, turning at exaclty 24 revolutions per second. If you took a "snapshot" every 1/24th of a second...it would not look like it's moving at all.

With film, there is already some form of temporal AA, because shutter speed is not "instantaneous." This introduces motion blur, which is a form of temporal AA. The problem of Temporal aliasing with 3D rendering is much larger, because the computer draws a "perfectly non-blurred" image every frame, which would be the same as an instantaneous (infinitely small) shutter speed on movie cameras.
 
The Baron said:
Here's a question for you. Can you do a motion blur via Smartshader?

Not a true motion blur in the sense that it would do legitimate Temporal AA.

To do it properly, you'd need to have access to several frames of completed frame buffer data over a period of time. AFAIK, smartshader effects are limited to basically post processing a single frame of data.
 
Joe DeFuria said:
The Baron said:
Here's a question for you. Can you do a motion blur via Smartshader?

Not a true motion blur in the sense that it would do legitimate Temporal AA.

To do it properly, you'd need to have access to several frames of completed frame buffer data over a period of time. AFAIK, smartshader effects are limited to basically post processing a single frame of data.
So you can only access a single frame. Thought so, was never really sure.
 
Joe DeFuria said:
I'll just expand on that a bit, for the benefit of those who may not understand the implications of what you said.

The "classic" demonstration of temporal aliasing artifacts is the "rotating wagon wheel." If you've ever seen a motion picture where there's a wagon wheel spinning, espcially as it's changing speed (or maybe helicopter blades is more relevant for today's time), you've seen the "the spokes look like they're moving slower...and actually spinning backwards!" When in reality you know they're moving forward very fast.

That is an aillustration of temporal aliasing. Because film is only captured at 24 FPS, you only get "24 snapshots per second" to try and convey the idea of motion, when the ideal is to have infinite frame rate.

Imagine a wagon wheel with only one spoke, turning at exaclty 24 revolutions per second. If you took a "snapshot" every 1/24th of a second...it would not look like it's moving at all.

With film, there is already some form of temporal AA, because shutter speed is not "instantaneous." This introduces motion blur, which is a form of temporal AA. The problem of Temporal aliasing with 3D rendering is much larger, because the computer draws a "perfectly non-blurred" image every frame, which would be the same as an instantaneous (infinitely small) shutter speed on movie cameras.

Excellent explanation Joe. Thanks. Has anyone ever noticed this in a game though and if so tell me so I can go look for it :D
 
trinibwoy said:
Excellent explanation Joe. Thanks. Has anyone ever noticed this in a game though and if so tell me so I can go look for it :D
Flight sims and racing games. They both contain pretty obvious examples.
 
The Baron said:
trinibwoy said:
Excellent explanation Joe. Thanks. Has anyone ever noticed this in a game though and if so tell me so I can go look for it :D
Flight sims and racing games. They both contain pretty obvious examples.

Thanks Baron. Never stared at the prop in IL-2 before but I'll check it out now.
 
trinibwoy said:
Excellent explanation Joe. Thanks. Has anyone ever noticed this in a game though and if so tell me so I can go look for it :D

In games, it maifests itself in different ways (other than the obviously related fast rotating objects). The subjective way to describe the effects of temporal aliasing, is that the animation doesn't look "fluid and smooth". It looks "jerky", not natural. It's one of those things actually, that you may not even really notice too much until we get temporall AA, and then it'll be tough going back.

Have you watched Gladiator?

You can actually see what I'm talking about if you watch some of the fight scenes. They are (from what I can tell) shot with high speed film / shutters, which makes the visuals *very sharp* for artisitic effect.

The consequence is, if you noticed, it doesn't look quite "natural". There's a sort of "non fluidness / jerkyness" to it, particularly noticable on the big screen at 24 FPS.
 
trinibwoy said:
What exactly is Temporal aliasing? Is it unwanted motion trails ala NFSU? Are there any games that exhibit this now or will it only become noticeable with HDR games as mentioned above?
Here's an example:
Let's say I'm playing an old game, like Quake 2. The game's framerate is capped at my refresh rate. This is great, but I notice a problem. As I strafe around a corner to snipe some robotic thingies, I notice that I see "ghosting" of the corner of the wall. I see multiple images, similar to a crappy motion blur effect.

As another example than you can test yourself effortlessly, wave your hand in front of the monitor, then wave it in front of the wall. You should notice that something looks very different when it's waved in front of the monitor: you'll see your hand in multiple discreet steps, instead of a smooth blur (note: this will only work with a CRT, not a flat-panel).

This is temporal aliasing. It comes about because each frame is taken at a single, discreet time (this is similar to the spatial aliasing that occurs as a consequence of sampling each pixel at a single, discreet position).

Good motion blur will serve to smooth these multiple images out, removing the artifact of seeing multiple discreet images at once. A simple accumulation buffer approach, of course, will not do this. It simply removes the limitation of the monitor's refresh rate on framerate. A simple accumulation buffer approach is exactly analagous to an ordered-grid FSAA technique. It may help in some cases, but will totally break down in others.

A better temporal AA technique would break up the aliasing by not rendering discreet frames. One example that I saw was a technique wherein for each frame displayed, ten would be rendered. Each of those ten frames would randomly select 1/10th of the pixels on the screen to be rendered, leading to a stochastic blend between frames. One could combine this with 10x supersampling to remove any "gritty" effects this would cause.
 
John Reynolds said:
Ailuros said:
I've driven both cars and motorcycles at ludicrous speeds through the years and I know that real time doesn't definitely look even close to that.

Someone's watched Spaceballs a few too many times. 8)

How do 1000ccm at the age of 18 sound? Or do I need to tell you what that beast was capable of?
 
trinibwoy said:
What exactly is Temporal aliasing?
A well known example in films/video are wagon wheels or helicopter blades going backwards instead of looking blurred.

....Are there any games that exhibit this now ?
I should think that all games with (fast) motion 'feature' it.

Another simple example is having an enemy on the other side of a wall run past an opening. Sometimes you might be lucky and see him in the gap for a brief period, other times, maybe not. If you had temporal antialiasing you would see the "blur" as he rushed by.
 
trinibwoy said:
Bolloxoid said:
Temporal antialiasing = something that reduces temporal aliasing.

Spatial antialiasing = something that reduces spatial aliasing.

What exactly is Temporal aliasing? Is it unwanted motion trails ala NFSU? Are there any games that exhibit this now or will it only become noticeable with HDR games as mentioned above?

it's the fact that an individual frame is 100% sharp and has no motion in it, as it captures only a moment in time, instead of the timeslice between two moments (last frame moment and this frame moment), as a camera does. this leads to blurred individual frames, but if you watch them as a whole, they look perfectly sharp, and moving.. (watch a movie and press stop at a strong moving frame. _THATS_ a temporal antialiased frame.. take a screenshot of your favourite game while in full motion, thats a temporal aliased game)
 
Question: does anyone know what SoulReaver2 used for the SoulReaver sword movement? Motion blur or motion trail?
 
Chalnoth said:
As another example than you can test yourself effortlessly, wave your hand in front of the monitor, then wave it in front of the wall. You should notice that something looks very different when it's waved in front of the monitor: you'll see your hand in multiple discreet steps, instead of a smooth blur (note: this will only work with a CRT, not a flat-panel).

wave a pen, it is more dramatic effect.
 
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