# Anti-Aliasing Detailed Reference ## Prerequisites - Understanding of screen-space derivatives (`dFdx`, `dFdy`, `fwidth`) - Multipass buffer setup (for TAA) - Basic signal processing concepts ## Sampling Theory (Nyquist) The **Nyquist-Shannon theorem** states: to accurately represent a signal, sampling rate must be ≥ 2× the highest frequency present. In shader terms: - Pixel grid = sampling rate - Procedural detail / edge sharpness = signal frequency - When detail frequency > pixel frequency → aliasing (moiré, crawling edges) **Solutions**: either increase sampling rate (SSAA) or reduce signal frequency (analytical AA, filtering). ## SSAA Implementation Details ### Jitter Patterns - **Grid**: `offset = vec2(m, n) / AA - 0.5` — simple, uniform coverage - **Rotated grid (RGSS)**: 4 samples at rotated positions — better edge coverage for near-horizontal/vertical lines - **Halton sequence**: quasi-random low-discrepancy — best coverage for high sample counts ### Performance AA=2 (4 samples) is the practical limit for real-time SDF scenes. AA=3 (9 samples) for offline/screenshot quality only. ## SDF Analytical AA Deep Dive ### Why `fwidth` Works `fwidth(d) = abs(dFdx(d)) + abs(dFdy(d))` approximates how much the SDF value changes across one pixel. Using this as the smoothstep width: - Edge transition spans exactly ~1 pixel regardless of zoom level - No texture sampling needed — purely analytical - Works for any SDF shape ### Signed Distance to Coverage For a 2D SDF with value `d` at a pixel center: ``` coverage ≈ clamp(0.5 - d / fwidth(d), 0.0, 1.0) ``` This maps the signed distance to an approximate pixel coverage, equivalent to a box filter over the pixel footprint. ## TAA with Neighborhood Clamping Full TAA pipeline: 1. **Jitter**: offset pixel center by Halton(2,3) sequence each frame 2. **Render**: full scene at jittered position → Buffer A 3. **Reproject**: use motion vectors to find previous frame's pixel for current position 4. **Clamp**: restrict history color to the min/max of current frame's 3×3 neighborhood (prevents ghosting) 5. **Blend**: `output = mix(current, clampedHistory, 0.9)` ### Neighborhood Clamping ```glsl vec3 minCol = vec3(1e10), maxCol = vec3(-1e10); for (int x = -1; x <= 1; x++) for (int y = -1; y <= 1; y++) { vec3 s = texelFetch(currentBuffer, ivec2(fragCoord) + ivec2(x,y), 0).rgb; minCol = min(minCol, s); maxCol = max(maxCol, s); } vec3 clampedHistory = clamp(history, minCol, maxCol); ``` ## FXAA Algorithm Walkthrough 1. **Luma computation**: Convert 5 samples (center + NSEW) to luminance 2. **Edge detection**: `lumaRange = lumaMax - lumaMin` — skip if below threshold 3. **Edge orientation**: Compare horizontal vs vertical luma gradients to determine edge direction 4. **Sub-pixel blending**: Sample along the edge direction at 1/3 and 2/3 offsets 5. **Quality**: The simplified version uses 2 taps; full FXAA 3.11 uses up to 12 taps along the edge for better endpoint detection