Research

Aggregate G-Buffer Anti-Aliasing

"Aggregate G-Buffer Anti-Aliasing"
Cyril Crassin (NVIDIA), Morgan McGuire (NVIDIA), Kayvon Fatahalian (Carnegie Mellon University), Aaron Lefohn (NVIDIA), in Proceedings of the ACM Symposium on Interactive 3D Graphics and Games 2015 (I3D'15) and extended-version in IEEE Transactions on Visualization & Computer Graphics 2016, February 2015
Research Area: 3D Graphics
Author(s): Cyril Crassin (NVIDIA), Morgan McGuire (NVIDIA), Kayvon Fatahalian (Carnegie Mellon University), Aaron Lefohn (NVIDIA)
Date: February 2015
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Abstract: We present Aggregate G-Buffer Anti-Aliasing (AGAA), a new technique for efficient anti-aliased deferred rendering of complex geometry using modern graphics hardware. In geometrically complex situations, where many surfaces intersect a pixel, current rendering systems shade each contributing surface at least once per pixel. As the sample density and geometric complexity increase, the shading cost becomes prohibitive for real-time rendering. Under deferred shading, so does the required framebuffer memory. AGAA uses the rasterization pipeline to generate a compact, pre-filtered geometric representation inside each pixel. We then shade this at a fixed rate, independent of geometric complexity. By decoupling shading rate from geometric sampling rate, the algorithm reduces the storage and bandwidth costs of a geometry buffer, and allows scaling to high visibility sampling rates for anti-aliasing.