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Graded Discussion Board (GDB) of CS602 will be opened on Thursday 1st Aug, 2019 and it will be closed on Friday 2ndAug, 2019.

 

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Anti-aliasing is a technique that eliminates the staircase effect (visual defect) on the edges of objects in images at lower resolution.  At moderate resolution, aliasing becomes negligible and can be ignored but the drawback becomes bold when the picture is moving. FXAA (Fast Approximate Anti-Aliasing) and SSAA (Super Sampling Anti-Aliasing) are two famous anti-aliasing algorithms suitable for games.

Discuss which algorithm will be best suitable for the new release of PC video game by ABC software house. Consider more users will generate more revenue and every user has not powerful system.

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CS602 GDB


FXAA is  the most interesting group of anti-aliasing techniques, these algorithms perform their duties during scene post-processing, after the rendering process. They are all shader-based and cause little to no performance drop, which is their most important advantage. Image quality can vary from one algorithm to another. For example, FXAA is known to make the image look a bit blurry, obviously to the chagrine of some players. Another commonly used technique is SMAA, which usually provides better quality than FXAA while getting around, or at least reducing, the blur effect. Game developers tend to implement their own post-process anti-aliasing algorithms as well. Some of the notable examples are CMAA in Grid: Autosport, AAA (heavily modified FXAA to eliminate blurring) in Metro: Last Light, and T-AA in Rainbow Six: Siege. There are also “injectors” that enable these techniques in games that don’t support post-process anti-aliasing natively.

Computer Graphics GDB Solution https://bit.ly/2YCJvfM

Solution:

 

FXAA is the Cheapest  and simplest smoothing algorithm that significantly reduce jagged edges across the board with minimal impact on performance. This algorithm does not require powerful pc for games.But SMAA is expensive and it is a logical development of the FXAA algorithm that usually provides better quality than FXAA while getting around or at least reducing the blur effect s across the board with minimal impact on performance. This algorithm does not require powerful pc for games.

CS602 GDB

 

FXAA is  the most interesting group of anti-aliasing techniques, these algorithms perform their duties during scene post-processing, after the rendering process. They are all shader-based and cause little to no performance drop, which is their most important advantage. Image quality can vary from one algorithm to another. For example, FXAA is known to make the image look a bit blurry, obviously to the chagrine of some players. Another commonly used technique is SMAA, which usually provides better quality than FXAA while getting around, or at least reducing, the blur effect. Game developers tend to implement their own post-process anti-aliasing algorithms as well. Some of the notable examples are CMAA in Grid: Autosport, AAA (heavily modified FXAA to eliminate blurring) in Metro: Last Light, and T-AA in Rainbow Six: Siege. There are also “injectors” that enable these techniques in games that don’t support post-process anti-aliasing natively.

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CS602 GDB Solution

FXAA is  the most interesting group of anti-aliasing techniques, these algorithms perform their duties during scene post-processing, after the rendering process. They are all shader-based and cause little to no performance drop, which is their most important advantage. Image quality can vary from one algorithm to another. For example, FXAA is known to make the image look a bit blurry, obviously to the chagrin of some players. Another commonly used technique is SMAA, which usually provides better quality than FXAA while getting around, or at least reducing, the blur effect. Game developers tend to implement their own post-process anti-aliasing algorithms as well. Some of the notable examples are CMAA in Grid: Auto sport, AAA (heavily modified FXAA to eliminate blurring) in Metro: Last Light, and T-AA in Rainbow Six: Siege. There are also “injectors” that enable these techniques in games that don’t support post-process anti-aliasing natively.

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