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Snuttis said:

Selnor, are you sure that mlaa works that way?
Even the guys at http://forum.beyond3d.com/showthread.php?t=55634&page=16 have trouble figuring out how it works.

 

"I don't fully get what the tech does, though. It probably involves serious edge detection, also taking the Z-buffer into account; but after that, it's certainly not just a simple blur operation. More like a full reconstruction / re-drawing of the poly edges using an AA-ed line drawing algorithm and sampling the color from the original image?"


The technique was extremely expensive before getting it optimized enough for the spu:s, which can be read here http://www.realtimerendering.com/blog/more-on-god-of-war-iii-antialiasing/

Yeah I'm sure. MLAA works by blending colours. Not blurring them. Blending them causes some colours and textures to run. As shown in the indepth look at MLAA I post the link for. Long read, but MLAA is explained exactly. Also providing crude game images for easy analogy. It's clear it has a blurring effect on some textures.

http://visual-computing.intel-research.net/publications/mlaa.pdf