November 20th, 2024

AAA – Analytical Anti-Aliasing

The article examines anti-aliasing techniques, especially Analytical Anti-Aliasing, discussing historical methods, practical implementations using WebGL, and the importance of clarity in rendering for high-quality visuals.

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AAA – Analytical Anti-Aliasing

The article discusses various anti-aliasing techniques, focusing on Analytical Anti-Aliasing (AAA). It highlights the historical context of anti-aliasing methods, including Super Sampling Anti-Aliasing (SSAA) and Multi-Sampling Anti-Aliasing (MSAA), and their respective complexities and performance costs. The author emphasizes the importance of understanding these techniques through practical implementation, using WebGL to visualize the effects of anti-aliasing on a moving circle. The article explains the technical aspects of rendering, including vertex and fragment shaders, and how they contribute to the visual quality of graphics. It also introduces the concept of "shapes" for Unity and discusses implementations by major companies like Valve Software. The author aims to demystify the process of achieving high-quality anti-aliasing, suggesting that the perfect solution may be simpler than commonly perceived. The article concludes with a call for clarity in rendering techniques, asserting that high-quality visuals should not be a luxury.

- The article explores various anti-aliasing techniques, particularly Analytical Anti-Aliasing (AAA).

- It discusses the historical development and implementation challenges of methods like SSAA and MSAA.

- Practical examples using WebGL are provided to illustrate the effects of anti-aliasing on graphics.

- The author emphasizes the importance of clarity and accessibility in rendering techniques.

- Insights into implementations by major companies, including Unity and Valve Software, are shared.

AI: What people are saying
The comments on the article about anti-aliasing techniques reflect a mix of appreciation and discussion on the topic.
  • Many commenters praise the article for its depth and practical examples, particularly in WebGL.
  • There is a shared interest in the various anti-aliasing techniques, with some users discussing their personal experiences and preferences.
  • Several users express a desire for clearer explanations of anti-aliasing options in games, highlighting a need for user-friendliness.
  • Some comments touch on the differences between 2D and 3D rendering, emphasizing the unique challenges each presents.
  • Overall, the community shows enthusiasm for graphics programming and a desire for more resources on the subject.
Link Icon 17 comments
By @FrostKiwi - 2 months
Thanks for sharing! Author here, happy to answer any questions.
By @vanderZwan - 2 months
Tangent: my biggest problem with AA is something adjacent to it, which is that almost none of my games bother explain what the differences are between the different abbreviations available in the settings, half of which are completely unknown to me. Like, sure, I can look them up but a little bit of user-friendliness would be appreciated.

This article will probably help for future reference though!

By @amjoshuamichael - 2 months
Graphics programming analysis done using examples written in WebGL–genius. Hypertext that takes full advantage of the medium. This reminds me of something I'd see on https://pudding.cool/, but it goes far more in depth than anything there. Absolutely fantastic article.

I've been using MSAAx4 in my rendering engine for some time and only recently have considered switching to a FXAA / TAA implementation. I'm actually not sure I'm going to go through with that now. I definitely learned a lot here, and will probably use the analytical approach for UI items, I hadn't heard about that anywhere.

Not often you see graphics-programming stuff on HN. For anyone interested in more graphics write-ups, this list of frame breakdowns is one of my favorite resources:

https://www.adriancourreges.com/blog/

By @apexalpha - 2 months
Those frames with the circle and zoomed bit are a fantastic way to convey this message, well done the whole article reads great.
By @rootext - 2 months
Awesome article.

SDF(or mSDF) isn't the future. It's already "good enough" classic.

> This works, but performance tanks hard, as we solve every > bezier curve segment per pixel

This is "the future" or even present as used in Slug and DirectWrite with great performance

https://sluglibrary.com/ https://learn.microsoft.com/en-us/windows/win32/directwrite/...

By @serf - 2 months
scrolling thru the post the NeoTokyo screenshot struck me instantly, I ran through the hallway thousands of times - I ran a server for that mod for some years and had great fun with a small community of good/capable people.
By @Lichtso - 2 months
Great write-up!

Though a little caveat from my side, as I have written both 2D and 3D rendering engines. Let me tell you, they could not be more different. It is not just another dimension but completely different goals, use-cases and expectations.

So instead of:

> Everything we talked about extends to the 3D case as well.

I would say the entire post is mostly about 3D, not 2D rendering. If you are curious about this topic being approached for 2D rendering here is a nice write-up I found about that: https://ciechanow.ski/alpha-compositing/

One particular criteria for AA techniques that no one cares about in 3D but is very relevant in 2D is correctness and bias. AAA for example is heavily biased and thus incorrect. Drawing the exact same shape multiple times in the same place will make it more opaque / darker. The same thing does not happen with MSAA which has a bounded error and is unbiased.

By @bredren - 2 months
Appreciated that link out to Captain Disillusion. I had not heard of that guy. Incredible work, here's a direct link for those interested in video effects: https://www.youtube.com/@CaptainDisillusion
By @TinkersW - 2 months
It is well presented, but I think the part attacking TAA will lead to confusion, as SDF AA is in no way an alternative to TAA.

TAA covers all types of aliasing, while this only covers edge aliasing.

Many modern games use monte carlo based approaches for indirect lighting and other effects, which basically requires TAA.

By @globular-toast - 2 months
> Mobile chips support exactly MSAAx4 and things are weird. Android will let you pick 2x, but the driver will force 4x anyways.

Hmm... On my Android phone I definitely see a difference between 2x and 4x, but it's not "rounded" like the iPhone one.

By @polytely - 2 months
amazing blog, both in content and presentation. Love it when articles give you controls to play with. Gives me hope for the future of the web. the NeoTokyo mention reveals great taste.
By @theandrewbailey - 2 months
I've been so used to screen space techniques that I initially read SSAA as "screen space antialiasing", not "super sampled antialiasing".
By @wizzard0 - 2 months
those buttery smooth gradients are soooo pleasing to watch <3
By @hoseja - 2 months
What's the catch?
By @SirMaster - 2 months
I really miss MSAA. I still dislike DLSS personally. I realize many people seem to like it, but it just does not look that good to me. Or as good as things used to look or I believe could look.

Sure it's better than TAA, but come on, this can't be the ultimate end for gaming graphics... At least I hope it isn't.

By @01HNNWZ0MV43FF - 2 months
Now I'm very curious about analytical AO and shadows as you mentioned Last Of Us uses. I'd heard about the spheres but never seen an explanation of how they get turned into shadows