Fast approximate anti-aliasing
The main advantage of this technique over conventional spatial anti-aliasing is that it does not require large amounts of computing power. It achieves this by smoothing undesirable jagged edges ("jaggies") as pixels, according to how they appear on-screen, rather than analyzing the 3D model itself, as in conventional spatial anti-aliasing. Since it is not based on the actual geometry, it will smooth not only edges between triangles, but also edges inside alpha-blended textures, or those resulting from pixel shader effects, which are immune to the effects of multisample anti-aliasing (MSAA).
The processes of FXAA are listed as follows:
Find all edges contained in the image
Finding edges is typically a depth-aware search, so that pixels which are close in depth are not affected. This helps to reduce blurring in textures, since edges in a texture have similar depths.
Smooth the edges
Smoothing is applied as a per-pixel effect. That is, there is no explicit representation of the edges. Rather, the first step is a depth-aware edge filter, which marks pixels as belonging to edges, and the second step filters the color image values based on the degree to which a pixel is marked as an edge.
- Morphological antialiasing
- Multisample anti-aliasing
- Anisotropic filtering
- Temporal anti-aliasing
- Spatial anti-aliasing
- Lottes, Timothy (February 2009). "FXAA" (PDF). NVIDIA. Retrieved 29 September 2012.
- Wang, James (March 19, 2012). "FXAA: Anti-Aliasing at Warp Speed". NVIDIA. Retrieved January 3, 2013.
- Atwood, Jeff (December 7, 2011). "Fast Approximate Anti-Aliasing (FXAA)". Coding Horror. Retrieved September 30, 2012.
|This graphics software–related article is a stub. You can help Wikipedia by expanding it.|