Hi!
Currently, the Rasterize Geometry output suffers from aliasing. Does anyone know of a way to reduce it? I've tried looking for an OpenFX plug-in for this, with no luck. The closest I've found to a workaround is Natron's openfx-misc plug-in [github.com] collection, which features a Shadertoy implementation and would allow me to run existing FXAA implementations for it. However, the build of it that is shipped with Natron is a bit old and does not work with Houdini. It is possible that a more recent one might work, but there aren't binaries available.
Another solution would be to write an OpenCL FXAA (or any other anti-aliasing algorithm) implementation... has anyone found a solution to this issue?
Thanks!
Rasterize Geometry antialiasing (or the lack of it)
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- matteoscopel
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- PHENOMDESIGN
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COPS has the tools you need to implement an advanced AA filter. (ie. ID to SDF, Eikeonal, Derivative, Dot Product, etc.) and maybe even the Denoise AI would work for a naive approach. I am on Apple Silicone and does not support Intel Denoiser that that is based on so I cannot speak to that.
You can also go the old-school route and super-sample in SOPS after:
https://medium.com/@lennnart/vex-ray-tracer-3-supersampling-anti-aliasing-62ea7e31d6aa
Quick question, is this a static rasterization you are optimizing or are you rasterizing the geo across time with dynamic data?
You can also go the old-school route and super-sample in SOPS after:
https://medium.com/@lennnart/vex-ray-tracer-3-supersampling-anti-aliasing-62ea7e31d6aa
Quick question, is this a static rasterization you are optimizing or are you rasterizing the geo across time with dynamic data?
Edited by PHENOMDESIGN - 2024年7月16日 12:38:27
PHENOM(enological) DESIGN;
Experimental phenomenology (study of experience) is a category of philosophy evidencing intentional variations of subjective human experiencing where both the independent and dependent variable are phenomenological. Lundh 2020
Experimental phenomenology (study of experience) is a category of philosophy evidencing intentional variations of subjective human experiencing where both the independent and dependent variable are phenomenological. Lundh 2020
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- matteoscopel
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PHENOMDESIGN
COPS has the tools you need to implement an advanced AA filter. (ie. ID to SDF, Eikeonal, Derivative, Dot Product, etc.) and maybe even the Denoise AI would work for a naive approach. I am on Apple Silicone and does not support Intel Denoiser that that is based on so I cannot speak to that.
You can also go the old-school route and super-sample in SOPS after:
https://medium.com/@lennnart/vex-ray-tracer-3-supersampling-anti-aliasing-62ea7e31d6aa
Quick question, is this a static rasterization you are optimizing or are you rasterizing the geo across time with dynamic data?
Thank you, I will proceed that way and put together a solution.
Answering your question, it is a just a static rasterization for texturing purposes.
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- tamte
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- malexander
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Under_PressuretamteIs the best solution for now still baking the maps by increasing the resolution and then decreasing the mapping resolution?
You can probably also rasterize at double or triple resolution and then downsample after
This is actually how all GPUs do any antialiasing above 8x. 16x AA is just an 8-sample framebuffer that's twice as wide. 32x is twice as wide and high, 64x is four times as wide, twice as high, etc. The multisample resolution simply combines all the samples from those extra pixels into one final sample.
As Rasterize Geometry uses Vulkan and Vulkan doesn't do any emulation at all (unlike OpenGL), only 8x AA is supported. It could improve the antialiasing by using this technique but it'd limit the maximum image size - most GPUs limit the texture/framebuffer size to 16384x16384 - so 32x AA would max out at 8192x8192, and 128x would max out at 4096x4096. Doing this has other implications for rendering lines and sprites, which have relatively small upper limits (10 pixels for line thickness, 64 pixels for sprites), but at least Rasterize Geometry only renders triangles.
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