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	<title>Comments on: Morphological Antialiasing</title>
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	<link>http://www.realtimerendering.com/blog/morphological-antialiasing/</link>
	<description>Tracking the latest developments in interactive rendering techniques</description>
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		<title>By: Presentation: Anti-Aliasing &#124; Matt Pickering</title>
		<link>http://www.realtimerendering.com/blog/morphological-antialiasing/comment-page-1/#comment-2001</link>
		<dc:creator>Presentation: Anti-Aliasing &#124; Matt Pickering</dc:creator>
		<pubDate>Tue, 26 Jul 2011 14:27:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=130#comment-2001</guid>
		<description>[...] Morphological Anti-Aliasing (MLAA) is a new, complicated and experimental technique being developed by Intel. They hope to achieve superior anti-aliasing capability more efficiently than ever before through the use of shaders. Shaders are special instructions running on the graphics card that modify the image it produces, so by having all of the anti-aliasing calculations done directly on the graphics card itself, the performance boost should be quite significant. MLAA uses a shape-recognition algorithm to identify the jagged edges of objects in the scene, and then it uses a formula to recalculate the colours for the pixels along that edge. This approach is proving to be successful, and console games are already starting to appear with anti-aliasing of equivalent quality to what a powerful PC could achieve with a much more demanding technique. [...]</description>
		<content:encoded><![CDATA[<p>[...] Morphological Anti-Aliasing (MLAA) is a new, complicated and experimental technique being developed by Intel. They hope to achieve superior anti-aliasing capability more efficiently than ever before through the use of shaders. Shaders are special instructions running on the graphics card that modify the image it produces, so by having all of the anti-aliasing calculations done directly on the graphics card itself, the performance boost should be quite significant. MLAA uses a shape-recognition algorithm to identify the jagged edges of objects in the scene, and then it uses a formula to recalculate the colours for the pixels along that edge. This approach is proving to be successful, and console games are already starting to appear with anti-aliasing of equivalent quality to what a powerful PC could achieve with a much more demanding technique. [...]</p>
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		<title>By: Real-Time Rendering &#183; FXAA Rules, OK?</title>
		<link>http://www.realtimerendering.com/blog/morphological-antialiasing/comment-page-1/#comment-1967</link>
		<dc:creator>Real-Time Rendering &#183; FXAA Rules, OK?</dc:creator>
		<pubDate>Mon, 04 Jul 2011 13:49:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=130#comment-1967</guid>
		<description>[...] that are based on post-processing a color (and sometimes, also normal and depth) buffer, with MLAA, morphological antialiasing, being the first used for 3D images, back in 2009. The basic idea is &#8220;find edges and smooth [...]</description>
		<content:encoded><![CDATA[<p>[...] that are based on post-processing a color (and sometimes, also normal and depth) buffer, with MLAA, morphological antialiasing, being the first used for 3D images, back in 2009. The basic idea is &#8220;find edges and smooth [...]</p>
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		<title>By: Light Pre-Pass vs Deferred Renderer &#8211; Part 1 &#124; Gamedev Coder Diary</title>
		<link>http://www.realtimerendering.com/blog/morphological-antialiasing/comment-page-1/#comment-1908</link>
		<dc:creator>Light Pre-Pass vs Deferred Renderer &#8211; Part 1 &#124; Gamedev Coder Diary</dc:creator>
		<pubDate>Mon, 11 Apr 2011 11:04:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=130#comment-1908</guid>
		<description>[...] based, approach to antialiasing is called Morphological Antialiasing (or just MLAA) &#8211; see Realtime Rendering blog for more info. It&#8217;s even been added as an on/off feature to Radeon HD 6000-series cards and [...]</description>
		<content:encoded><![CDATA[<p>[...] based, approach to antialiasing is called Morphological Antialiasing (or just MLAA) &#8211; see Realtime Rendering blog for more info. It&#8217;s even been added as an on/off feature to Radeon HD 6000-series cards and [...]</p>
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		<title>By: HD Radeon 6990, un monstruo del procesamiento gráfico &#124; WebAyunate</title>
		<link>http://www.realtimerendering.com/blog/morphological-antialiasing/comment-page-1/#comment-1900</link>
		<dc:creator>HD Radeon 6990, un monstruo del procesamiento gráfico &#124; WebAyunate</dc:creator>
		<pubDate>Fri, 11 Mar 2011 21:05:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=130#comment-1900</guid>
		<description>[...] con Anti-Alising Morfológico, esta tecnología mejora notablemente el renderizado de texturas en tiempo real, ideal para los [...]</description>
		<content:encoded><![CDATA[<p>[...] con Anti-Alising Morfológico, esta tecnología mejora notablemente el renderizado de texturas en tiempo real, ideal para los [...]</p>
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		<title>By: PC To Be Primary Platform for Battlefield 3 &#171; OXCGN &#8211; Xbox Gaming News Reviews Views</title>
		<link>http://www.realtimerendering.com/blog/morphological-antialiasing/comment-page-1/#comment-1866</link>
		<dc:creator>PC To Be Primary Platform for Battlefield 3 &#171; OXCGN &#8211; Xbox Gaming News Reviews Views</dc:creator>
		<pubDate>Wed, 09 Feb 2011 21:10:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=130#comment-1866</guid>
		<description>[...] motion blur effects and advanced anti-aliasing,&#8221;the latter being the recently revealed morphological anti-aliasing which applies a post-processing filter to the game instead of operating in real-time, so you [...]</description>
		<content:encoded><![CDATA[<p>[...] motion blur effects and advanced anti-aliasing,&#8221;the latter being the recently revealed morphological anti-aliasing which applies a post-processing filter to the game instead of operating in real-time, so you [...]</p>
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		<title>By: Morphological Anti-aliasing - TheLab.gr</title>
		<link>http://www.realtimerendering.com/blog/morphological-antialiasing/comment-page-1/#comment-1770</link>
		<dc:creator>Morphological Anti-aliasing - TheLab.gr</dc:creator>
		<pubDate>Tue, 26 Oct 2010 16:53:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=130#comment-1770</guid>
		<description>[...]  [...]</description>
		<content:encoded><![CDATA[<p>[...]  [...]</p>
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		<title>By: IrYoKu</title>
		<link>http://www.realtimerendering.com/blog/morphological-antialiasing/comment-page-1/#comment-1748</link>
		<dc:creator>IrYoKu</dc:creator>
		<pubDate>Tue, 28 Sep 2010 13:47:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=130#comment-1748</guid>
		<description>A faster GPU implementation can be found here:
http://www.iryokufx.com/mlaa/

Typical execution times are 3.79 ms on Xbox 360 and 0.44 ms on a nVIDIA GeForce 9800 GTX+, for a resolution of 720p. Memory footprint is 2x the size of the backbuffer on Xbox 360 and 1.5x on the 9800 GTX+. Meanwhile, 8x MSAA takes an average of 5 ms per image on the same GPU at the same resolution, 1180% longer (i.e. processing times differ by an order of magnitude).</description>
		<content:encoded><![CDATA[<p>A faster GPU implementation can be found here:<br />
<a href="http://www.iryokufx.com/mlaa/" rel="nofollow">http://www.iryokufx.com/mlaa/</a></p>
<p>Typical execution times are 3.79 ms on Xbox 360 and 0.44 ms on a nVIDIA GeForce 9800 GTX+, for a resolution of 720p. Memory footprint is 2x the size of the backbuffer on Xbox 360 and 1.5x on the 9800 GTX+. Meanwhile, 8x MSAA takes an average of 5 ms per image on the same GPU at the same resolution, 1180% longer (i.e. processing times differ by an order of magnitude).</p>
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		<title>By: vence</title>
		<link>http://www.realtimerendering.com/blog/morphological-antialiasing/comment-page-1/#comment-1711</link>
		<dc:creator>vence</dc:creator>
		<pubDate>Fri, 06 Aug 2010 14:31:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=130#comment-1711</guid>
		<description>A GPU implementation has been released. Check on SIGGRAPH Talk &#039;Games and Real Time&#039; and on this webpage : http://igm.univ-mlv.fr/~biri/mlaa-gpu/</description>
		<content:encoded><![CDATA[<p>A GPU implementation has been released. Check on SIGGRAPH Talk &#8216;Games and Real Time&#8217; and on this webpage : <a href="http://igm.univ-mlv.fr/~biri/mlaa-gpu/" rel="nofollow">http://igm.univ-mlv.fr/~biri/mlaa-gpu/</a></p>
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		<title>By: God of War 3 God of War - Ein Buch</title>
		<link>http://www.realtimerendering.com/blog/morphological-antialiasing/comment-page-1/#comment-1608</link>
		<dc:creator>God of War 3 God of War - Ein Buch</dc:creator>
		<pubDate>Wed, 26 May 2010 20:26:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=130#comment-1608</guid>
		<description>[...] Bericht von Real-Time Rendering         + Antworten [...]</description>
		<content:encoded><![CDATA[<p>[...] Bericht von Real-Time Rendering         + Antworten [...]</p>
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	<item>
		<title>By: Real-Time Rendering &#183; Morphological Antialiasing in God of War III</title>
		<link>http://www.realtimerendering.com/blog/morphological-antialiasing/comment-page-1/#comment-341</link>
		<dc:creator>Real-Time Rendering &#183; Morphological Antialiasing in God of War III</dc:creator>
		<pubDate>Wed, 31 Mar 2010 23:22:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=130#comment-341</guid>
		<description>[...] wrote a post back in July about a paper called Morphological Antialiasing which had been presented at HPG 2009 (source code [...]</description>
		<content:encoded><![CDATA[<p>[...] wrote a post back in July about a paper called Morphological Antialiasing which had been presented at HPG 2009 (source code [...]</p>
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