Remix.run Logo
enbugger 6 days ago

As a non-gamedev person but just gamer, I should expect that this will replace TAA anytime soon? Should it replace TAA?

Arelius 5 days ago | parent | next [-]

Basically no... Analytic AA is a really hard problem for video games, and I know of no general purpose solutions.

For font and 2D vector rendering it's likely, in fact afaik, some solutions, such as Slug already do.

But for 3d rendering I don't know of any solutions.

For an intuition, consider two triangles that intersect the same pixel.

Consider if say one has 20% coverage and the other 30%, does that pixel have 50% coverage, 30% by one, 20% by one and 10% by another, or any other conceivable mix? It's very difficult to say without selecting specific points and sampling directly.

woctordho 5 days ago | parent [-]

There're already games fully using SDF rendering, such as Dreams [0]. It even made a SIGGRAPH talk [1].

[0] https://en.wikipedia.org/wiki/Dreams_(video_game)

[1] https://www.youtube.com/watch?v=u9KNtnCZDMI

Arelius 4 days ago | parent [-]

Whe SDFs are being used in games, SDFs don't really change the Analytical AA story much. SDFs are generally evaluated with ray marching, which is a form of discret sampling that has the same issue regarding coverage.

I think dreams might be using splats? It's possible that something like splats combined with a form of OIT along with an art style that is tolerant to certain types of artifacts could use Analytical AA. I don't know the specifics on Dreams, but i'd be surprised if even they would be using AAA.

0-_-0 5 days ago | parent | prev [-]

I tried to do this for polygons rendered aliased by computing edge position and reweighting pixel colours. It looks great when polygons are large but it breaks for small polygons (when polygon size is close to pixel size)