Subpixel Reconstruction Antialiasing (SRAA) combines singlepixel (1x) shading with subpixel visibility to create antialiased images without increasing the shading cost. SRAA targets deferred shading renderers, which cannot use multisample antialiasing.
SRAA operates as a post-process on a rendered image with super-resolution depth and normal buffers, so it can be incorporated into an existing renderer without modifying the shaders. In this way SRAA resembles Morphological Antialiasing (MLAA), but the new algorithm can better respect geometric boundaries and has fixed runtime independent of scene and image complexity.
SRAA benefits shading-bound applications. For example, our implementation evaluates SRAA in 1.8 ms (1280^(a)720) to yield antialiasing quality comparable to 4-16x shading. Thus SRAA would produce a net speedup over supersampling for applications that spend 1 ms or more on shading; for comparison, most modern games spend 5-10 ms shading. We also describe simplifications that increase performance by reducing quality.
What are we supposed to see here? the only difference i saw is that MLAA had 1 fps more than SRAA, and that in SRAA i saw few helicopters or something... of whom i didnt see in the left panel.
Yea, now maybe its just because its a crappy youtube video but there is no discernible difference at all, maybe very very slightly better contrast between shadows with SRAA but that could just be my eyes playing tricks
They would have been wise to keep this "demo" to themselves I think
__________________ The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man.
Yeah, there seems to be some difference in shadows. And definitively more helicopters with SRAA, don't know if this will be applicable in most games, though. I mean, who wants to play games like Oblivion with helis and shit flying around?
Yeah, there seems to be some difference in shadows. And definitively more helicopters with SRAA, don't know if this will be applicable in most games, though. I mean, who wants to play games like Oblivion with helis and shit flying around?
I didn't see much difference between MLAA and SRAA here, but again... I didn't even with MLAA/SRAA vs regular so I guess it didn't gave us any clues about real differences. Youtube sux.
"SRAA targets deferred shading renderers, which cannot use multisample antialiasing."
Which means this is an improvement of AA use inside shaders. Since shaders are usually layered on objects with textures and other shaders, it will be pretty hard to see, especially on a Youtube video.
Current AA in shaders can be done using MLAA, which doesn't work well at geometric boundaries (='edges' of objects/poly groups), and costs more if the scene has more polys. SRAA is done over the whole image, and as such doesn't increase in cost with scene complexity.
My guess is though that the initial processing cost for SRAA is higher than MLAA, which means there's a "break even" point, where below SRAA would be more expensive than MLAA, depending on scene/shader complexity. Perhaps these videos were made at roughly 'break even' point to show this new system is equivalent to MLAA.
Would indeed have been more convincing to have a video with increased shader/scene complexity to show better scalability.
Which means this is an improvement of AA use inside shaders.
Which means it's software/postproc filter AA that is used because usual MSAA cannot be (either because it's not working at all or working unreliably). As a postproc filter it can be applied just like MLAA or SSAO (forced by drivers). But even on latests forceware drivers it is not. I looked into pdfs on nv site and actually it has some serious negative impact on image quality too (so it's not actually much better than MLAA) so SRAA it's not that holy grail squall was talking about. Sorry to disappoint you guys, maybe GPAA or FXAA will do better.
I noticed that SRAA still has the twinkling effect as high contrast lines next to each other move in time. Compare the first part of the YouTube video at 720p full screen in the high contrast room. The Reference (16x shading) has no visible twinkling, whereas the input (1x shading), MLAA and SRAA all have quite distracting twinkling. Out of MLAA and SRAA, SRAA is the best but still does not compare to 16x in this regards.
Note: You need to click the video to go to the YouTube site version to allow full screen mode to see this.