2.9 KiB
2.9 KiB
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:
- Jitter: offset pixel center by Halton(2,3) sequence each frame
- Render: full scene at jittered position → Buffer A
- Reproject: use motion vectors to find previous frame's pixel for current position
- Clamp: restrict history color to the min/max of current frame's 3×3 neighborhood (prevents ghosting)
- Blend:
output = mix(current, clampedHistory, 0.9)
Neighborhood Clamping
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
- Luma computation: Convert 5 samples (center + NSEW) to luminance
- Edge detection:
lumaRange = lumaMax - lumaMin— skip if below threshold - Edge orientation: Compare horizontal vs vertical luma gradients to determine edge direction
- Sub-pixel blending: Sample along the edge direction at 1/3 and 2/3 offsets
- Quality: The simplified version uses 2 taps; full FXAA 3.11 uses up to 12 taps along the edge for better endpoint detection