FiringSquad: Home of the Hardcore Gamer - Games, Hardware, Reviews and NewsSubmit your own or view users' CPU overclocking results!

  
 Home   News   THE MATRIX   Deals   Hardware   Games   Features   Media   Products   Forums   FS China 
AddThis Social Bookmark Button

Home : Guides : Articles : How It Works: Fragment Anti-Aliasing
» Join the Greatest Gaming Community NOW! (It's free)

Already a member? Login
 



Random Gallery >> 
Click to view high-res Image!
Max Payne 3 March 2012 Screenshots [28] (0)

Crank that s#!t up to 11!!! (14) by jarrodthome
HOW I CRANK THAT S#!T UP!! (4) by nvidia4life
My Entry for the Crank that SH#!T Up Contest (12) by TheGamesHD
Blow That S#!t Up! (8) by Synchronous Failure
[FX] 3-Screen Effect - Guide (part-3) (0) by nGAGE
My crank that S#!T up entry (9) by iamcj
[FX] 3-Screen Effect - Guide (part-1) (0) by nGAGE
ENTRY FOR CONTEST (4) by Alexander470
[FX] 3-Screen Effect - Guide (part-4) (0) by nGAGE
Crank That S#!t Up! ENTRY :) (2) by CamoDaGreat

More Blogs >>




How It Works: Fragment Anti-Aliasing
December 04, 2002   Dave Barron > [View My Other Articles]
Product Info | User Reviews | Article Images(3) | Image Gallery | Comments | Forum Thread
Fragment Level AA Explained


When rendering a scene while using fragment level anti-aliasing (such as that used by Matrox Parhelia-512) one basically performs all operations normally. The scene is rendered and all is well. The variation occurs in that an additional stage is added to the pixel pipeline. This stage uses a coverage mask on each pixel, with each section of the mask being a fragment. When laid over an edge pixel, it is determined as to whether or not each fragment falls within the triangle in question. If the fragment is found inside the triangle, it is assigned a value of one, where if the fragment is outside of the edge, the assign value is zero.

How It Works: Fragment Anti-Aliasing [ A coverage mask in action @ 463 x 215 ] > View Full-Size in another window.
A coverage mask in action



With the fragment level data having been determined for a pixel, this data is carried along the pipeline as the pixel is rendered. When the pixel is completed, it is written as a normal pixel, without any anti-aliasing. The fragment data is written to a fragment buffer and stored for later use.

Filtering must take place after completion of the scene and this is where the fragment data comes into play. With numerous filter types existing, the exact method used is entirely up to the engineers designing the system. Any filter shape can be used, such as a box, X, or crossed shape, or even the ever popular quincunx pattern.

The filtering process takes place by making note of what percentage of the pixel is within the triangle and what percentage is outside of it. The side(s) of the pixel that are in and out of the triangle must be considered as well to properly filter.

With the filtering information available, the pixel in question is blended with neighboring pixels. While technically blurring, and thus not ideal, one might consider this a “smart blur” in that it only does so along edges so as not to distort the image and blurs at a calculated level with the pixels that are calculated to be used for such. We will discuss the level of quality actually delivered later in this article.

Specific Techniques

There are a variety of ways to implement a fragment level anti-aliasing algorithm. For example, Matrox has their proprietary implementation (which they simply coin FAA), as well as Bitboys with their MatrixAA. Other implementations exist, though none have seen the light of day in hardware. With that said though, we will discuss a couple of implementations so as to better understand how the different algorithms function.




Back! How does multi-sampling work?     Tell me more about how Matrox’s Fragment AA works Next!
Blog + Share: Digg Del.icio.us Reddit SU furl • More: AddThis Social Bookmark Button
Send This Article to a Friend!  
Table of Contents
  Print Entire Article  

MATRIX CONTENT » RANDOM MEDIA BLOG More Blogs >>
No ratings yet
» Please rate this
Read this Media-Blog entry!» Crankin' it up today... and tomorrow! (8)
by Slipdisk (19) Talk with this user on their Shout Box (My other blogs) Posted 33 months ago


 Latest Headlines
South Park: The Stick of Truth VGA gameplay trailer (0)
New Hawken cinematic trailer heralds an open beta (0)
BioShock: Infinite VGA 2012 gameplay trailer (0)
New SimCity trailer highlights Multi-City gameplay (0)
Tomb Raider reboot gets new gameplay trailer (0)
Today's News >>
Today's Siteseeing >>


 Table of Contents


 Quick Fact
Matrox was founded in 1976, seventeen years before NVIDIA was born.

FiringSquad is powered by... Back to Top Site MapContact UsAdvertise With Us Privacy StatementAbout Us  
News RSSSiteseeing RSSArticle RSS   © 1998-2013 FS Media, Inc. All Rights Reserved