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Supersampling or supersampling anti-aliasing (SSAA) is a spatial anti-aliasing method, i.e. a method used to remove aliasing (jagged and pixelated edges, colloquially known as "jaggies") from images rendered in computer games or other computer programs that generate imagery. Aliasing occurs because unlike real-world objects, which have ...
Mipmapping is a standard technique used to save some of the filtering work needed during texture minification. [2] It is also highly beneficial for cache coherency - without it the memory access pattern during sampling from distant textures will exhibit extremely poor locality, adversely affecting performance even if no filtering is performed.
Temporal anti-aliasing (TAA) is a spatial anti-aliasing technique for computer-generated video that combines information from past frames and the current frame to remove jaggies in the current frame.
The neural networks are trained on a per-game basis by generating a "perfect frame" using traditional supersampling to 64 samples per pixel, as well as the motion vectors for each frame. The data collected must be as comprehensive as possible, including as many levels, times of day, graphical settings, resolutions, etc. as possible.
Compared to supersampling, multisample anti-aliasing can provide similar quality at higher performance, or better quality for the same performance. Further improved results can be achieved by using rotated grid subpixel masks. The additional bandwidth required by multi-sampling is reasonably low if Z and colour compression are available. [8]
Scalable Vector Graphics are well suited to simple geometric images, while photographs do not fare well with vectorization due to their complexity. Note that the special characteristics of vectors allow for greater resolution example images. The other algorithms are standardized to a resolution of 160x160 and 218x80 pixels respectively.
A texture map [5] [6] is an image applied (mapped) to the surface of a shape or polygon. [7] This may be a bitmap image or a procedural texture . They may be stored in common image file formats , referenced by 3D model formats or material definitions , and assembled into resource bundles .
The input data is the rendered image and optionally the luminance data. [3]Acquire the luminance data. [3] This data could be passed into the FXAA algorithm from the rendering step as an alpha channel embedded into the image to be antialiased, calculated from the rendered image, or approximated by using the green channel as the luminance data.