In supersample anti-aliasing, multiple locations are sampled within every pixel, and each of those samples is fully rendered and combined with the others to produce the pixel that is ultimately displayed. The lists below refer specifically to the ARB_multisample definition. In graphics literature in general, "multisampling" refers to any special case of supersampling where some components of the final image are not fully supersampled. (This is not the same as supersampling but, by the OpenGL 1.5 specification, the definition had been updated to include fully supersampling implementations as well.) The specification dictates that the renderer evaluate the fragment program once per pixel, and only "truly" supersample the depth and stencil values. (If a program is highly TCL-bound or CPU-bound, supersampling can be used without much performance hit.)Īccording to the OpenGL GL_ARB_multisample specification, "multisampling" refers to a specific optimization of supersampling. Most modern GPUs are capable of this form of anti-aliasing, but it greatly taxes resources such as texture, bandwidth, and fillrate. ![]() ![]() Initial implementations of full-scene anti-aliasing ( FSAA) worked conceptually by simply rendering a scene at a higher resolution, and then downsampling to a lower-resolution output. The term generally refers to a special case of supersampling. Multisample anti-aliasing ( MSAA) is a type of spatial anti-aliasing, a technique used in computer graphics to remove jaggies.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |