Antialiasing
A Presentation on
Presented by:
Karan Gavali(SY-10)
Aditya Jadhav (SY-18)
Sameesh Yadav (SY-50)
Vageshwar Yadav (SY-52)
Anmol Waghmare (SY-54)
Contents
1. Introduction to Antialiasing
2. Types of Antialiasing Algorithm.
i. FXAA
ii. SMAA
iii. MSAA
iv. SSAA
Introduction
1. Screen is composed of pixels, and each pixel is rectangular in shape
2. Thus in case of round shapes it leads to ,
jaggy or stair case effects
3. The process of removing this staircase effect is
called as Antialiasing.
FXAA
1. FXAA stands for Fast approximate Anti-aliasing
2. This is the cheapest and simplest smoothing algorithm.
3. It is used in post-processing the final image, and it blurs the groups of
pixels with sharp changes in brightness.
4. Mainly, it is used for mobile games. In addition, it is suitable for PC
games where the player looks at the image on the high-resolution screen
and where there is no forward-rearward movement of the camera.
5. Pros : Faster Antialiasing
Cons: Some important textures are blurred.
Anti-aliasing: A quick presentation
SMAA
1. SMAA Stands for Subpixel Morphological Anti-Aliasing.
2. SMAA is a logical development of the FXAA algorithm.
3. This technique not only blurs the contrast points, but also uses a kind of
logic – it finds and recognizes patterns in the form of lines, curves,
boundaries of objects, and blurs them in the direction of these lines.
4. It is used in deferred rendering.
5. Pros: It recognizes the geometry inside the final image. It greatly reduces
the visible “jaggies,” but it doesn’t blur the image as much.
cons: It works only with static images.
Anti-aliasing: A quick presentation
MSAA
1. MSAA stands for MultiSample Anti-Aliasing.
2. This hardware effect can be used only for forward rendering, namely when rendering to
a buffer, not the texture.
3. MSAA detects the edges of polygons and only increases the number of samples
there.The boundaries of triangles are rendered not as a single pixel but as the
averaged value of a sum of pixels. A sample of a certain number of pixels is made, and
the final color of the pixel is obtained.
4. Pros: It maintains image textures as it does not blurs images.
cons: Works well only on polygon bounderies.
Anti-aliasing: A quick presentation
SSAA
● SSAA Stands for Super Sampling Anti-Aliasing.
● This is the most demanding AA algorithm, but the one which offers the
highest quality. It creates a quality image by down sampling from a large
image to a small one. This is the only decent way to ensure high-quality
anti-aliasing.
● Basically, you render the image at a higher resolution and down-sample
with a filter when done. Sharp edges become anti-aliased as they are
averaged from several pixels.
●It is used in games with good performance and rendering in cinematic
mode.
Anti-aliasing: A quick presentation
That’s All about our presentation
THANK
YOU!
For Listening.Any Questions?

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Anti-aliasing: A quick presentation

  • 1. Antialiasing A Presentation on Presented by: Karan Gavali(SY-10) Aditya Jadhav (SY-18) Sameesh Yadav (SY-50) Vageshwar Yadav (SY-52) Anmol Waghmare (SY-54)
  • 2. Contents 1. Introduction to Antialiasing 2. Types of Antialiasing Algorithm. i. FXAA ii. SMAA iii. MSAA iv. SSAA
  • 3. Introduction 1. Screen is composed of pixels, and each pixel is rectangular in shape 2. Thus in case of round shapes it leads to , jaggy or stair case effects 3. The process of removing this staircase effect is called as Antialiasing.
  • 4. FXAA 1. FXAA stands for Fast approximate Anti-aliasing 2. This is the cheapest and simplest smoothing algorithm. 3. It is used in post-processing the final image, and it blurs the groups of pixels with sharp changes in brightness. 4. Mainly, it is used for mobile games. In addition, it is suitable for PC games where the player looks at the image on the high-resolution screen and where there is no forward-rearward movement of the camera. 5. Pros : Faster Antialiasing Cons: Some important textures are blurred.
  • 6. SMAA 1. SMAA Stands for Subpixel Morphological Anti-Aliasing. 2. SMAA is a logical development of the FXAA algorithm. 3. This technique not only blurs the contrast points, but also uses a kind of logic – it finds and recognizes patterns in the form of lines, curves, boundaries of objects, and blurs them in the direction of these lines. 4. It is used in deferred rendering. 5. Pros: It recognizes the geometry inside the final image. It greatly reduces the visible “jaggies,” but it doesn’t blur the image as much. cons: It works only with static images.
  • 8. MSAA 1. MSAA stands for MultiSample Anti-Aliasing. 2. This hardware effect can be used only for forward rendering, namely when rendering to a buffer, not the texture. 3. MSAA detects the edges of polygons and only increases the number of samples there.The boundaries of triangles are rendered not as a single pixel but as the averaged value of a sum of pixels. A sample of a certain number of pixels is made, and the final color of the pixel is obtained. 4. Pros: It maintains image textures as it does not blurs images. cons: Works well only on polygon bounderies.
  • 10. SSAA ● SSAA Stands for Super Sampling Anti-Aliasing. ● This is the most demanding AA algorithm, but the one which offers the highest quality. It creates a quality image by down sampling from a large image to a small one. This is the only decent way to ensure high-quality anti-aliasing. ● Basically, you render the image at a higher resolution and down-sample with a filter when done. Sharp edges become anti-aliased as they are averaged from several pixels. ●It is used in games with good performance and rendering in cinematic mode.
  • 12. That’s All about our presentation THANK YOU! For Listening.Any Questions?