Comparison of Anti-Aliasing in Motion

Detta är en Kandidat-uppsats från Blekinge Tekniska Högskola/Institutionen för kreativa teknologier

Författare: Lukas Andersson; [2018]

Nyckelord: anti-aliasing; gaming; real-time;

Sammanfattning: Background. Aliasing is a problem that every 3D game has because of the resolutions that monitors are using right now is not high enough. Aliasing is when you look at an object in a 3D world and see that it has jagged edges where it should be smooth. This can be reduced by a technique called anti-aliasing. Objectives. The object of this study is to compare three different techniques, Fast approximate anti-aliasing (FXAA), Subpixel Morphological Anti Aliasing (SMAA) and Temporal anti-aliasing (TAA) in motion to see which is a good default for games. Methods. An experiment was run where 20 people participated and tested a real-time prototype which had a camera moving through a scene multiple times with different anti-aliasing techniques. Results. The results showed that TAA was consistently performing best in the tests of blurry picture quality, aliasing and flickering. Both SMAA and FXAA were only comparable to TAA in the blur area of the test and falling behind all the other parts. Conclusions. TAA is a great anti-aliasing technique to use for avoiding aliasing and flickering while in motion. Blur was thought to be a problem but as the test shows most people did not feel that blur was a problem for any of the techniques that were used.

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