-
Notifications
You must be signed in to change notification settings - Fork 21
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
developing SMAA shader #20
Comments
Implementation The 2 images from WebGL port of SMAA (see more at pic 1: getTextureArea(), png, depth 24 bits pic 2: getSearchTexture(), png, depth 8 bits pic3 : modified version of pic 2, rgba32 bits |
Early experiment with errs : ( pic 1: attemp1, err pic 2: pic 1 (above) zoom pic 3: lion, err pic 4: attemp 4 pic 5: zoom on pic 4, (1) anti-alias at left leg of the lion compare to the original alias(2) You can see that there are some anti-alias results. pic 6: fix SMAA_AREATEX_SELECT, still err developing ... |
I'm working on this ... |
MLAA's L, Z, U shapes |
Checking texture coordinatespic 8: observing , the nature of texture coord pic 9: observing , texture coord is +0.5,0.5 from grid coord pic 10: texture coord offset back -0.5,-0.5 compare diff with floor(tex_coord), diff nearly 0 pic 11: texture coord offset back +0.5,+0.5 compare diff with floor(tex_coord),, diff nearly 1 |
X offset -0.25px and Y offset -0.125 pxpic 13: offset x -0.25px and offset y -0.125px A = 167/255 => 0.6549 Lets do some calculation at A pixel It value 167/255 can be calculated from bilinear interpolation 1). see pic 11, only X offset -0.25px => A pixel value= (3/4) *255 = 191.25 so A = 167 :) OR if we use 'normalized' pixel value (where value range starts from 0.0 to 1.0) if you look at pic 5 (above), 0.65625 is here, exact the same as real specimen. Think back... If you sampling texture at position offset (-0.25px,-0.125px) you can assume that you are at the Left-Upper corner |
SMAA for real time AA shader
see http://www.iryoku.com/smaa/
https://github.com/iryoku/smaa
Aims: provider real-time AA like these pictures
I test our lion images with the original (iryoku) program(SMAA-DX10-v2.8.exe)
I think the results are impressive and fit my need.
This is test image.
pic 1: test image
pic 2: disable SMAA
pic 3: enable SMAA
pic 4: no SMAA, our lcd-effect text look clear
pic 5: custom setting SMAA, our lcd-effect text look blur, but the lion is good
pic 6: with preset SMAA (ultra) , color edge detection
pic 7: right side (AA) image is post SMAA filter of the lion on the left
pic 8: small lion, rendered with Agg (software rendering), with AA
At small side, our Agg is finer.
so , Let implement this!
The text was updated successfully, but these errors were encountered: