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Morphological Anti-Aliasing
Morphological anti-aliasing (AA) is an all-new option for the Radeon HD 6000-series cards. It presents a different approach to the aliasing problem in that it needs no insight into the makeup of the scene’s geometry; morphological AA is a post-process filtering technique, accelerated with DirectCompute and compatible with any application from DirectX 9 to 11 (in theory). After a frame is rendered, it is passed through the morphological AA shader that looks for high-contrast edges and patterns consistent with aliasing. It then blends the colors of adjacent pixels to approximate a smooth transition along a line instead of aliased steps. This means that the smoothing effect isn’t limited to the edges of geometry or alpha textures like CFAA; it applies to all of the pixels in the scene.
Conceptually, this method promises results similar to super-sampling, but with performance comparable to edge-detect AA. AMD suggests that some applications will look better than others, and that the technique is not ideal for all scenes and games. So, we tried it ourselves to see what the actual result looks like.
Read the full article here: Link Removed - Invalid URL
Morphological anti-aliasing (AA) is an all-new option for the Radeon HD 6000-series cards. It presents a different approach to the aliasing problem in that it needs no insight into the makeup of the scene’s geometry; morphological AA is a post-process filtering technique, accelerated with DirectCompute and compatible with any application from DirectX 9 to 11 (in theory). After a frame is rendered, it is passed through the morphological AA shader that looks for high-contrast edges and patterns consistent with aliasing. It then blends the colors of adjacent pixels to approximate a smooth transition along a line instead of aliased steps. This means that the smoothing effect isn’t limited to the edges of geometry or alpha textures like CFAA; it applies to all of the pixels in the scene.
Conceptually, this method promises results similar to super-sampling, but with performance comparable to edge-detect AA. AMD suggests that some applications will look better than others, and that the technique is not ideal for all scenes and games. So, we tried it ourselves to see what the actual result looks like.
Read the full article here: Link Removed - Invalid URL