CS602 GDB1 Solution and discussion
Total Marks 5
Starting Date Thursday, August 01, 2019
Closing Date Friday, August 02, 2019
Question Title GDB-CS602
Graded Discussion Board
Anti-aliasing is a technique that eliminates the staircase effect (visual defect) on the edges of objects in images at lower resolution. At moderate resolution, aliasing becomes negligible and can be ignored but the drawback becomes bold when the picture is moving. FXAA (Fast Approximate Anti-Aliasing) and SSAA (Super Sampling Anti-Aliasing) are two famous anti-aliasing algorithms suitable for games.
Discuss which algorithm will be best suitable for the new release of PC video game by ABC software house. Consider more users will generate more revenue and every user has not powerful system.
Read the following instructions carefully before sending your comments:
Your discussion must be based on logical facts and in depth knowledge of topic is must for that.
Your comments should be relevant to the topic i.e. clear and concise. (Maximum 4-5 lines answer).
You should post your comments on Graded Discussion Board & not on the Regular MDB. Both will run parallel to each other during the time specified above.
Books, websites and other reading material may be consulted before posting your comments.
GDB will have weight-age of 5% of your total subject marks.
No extra time will be given for discussion.
You cannot participate in the discussion after the due date or through e-mail.
FXAA is the most interesting group of anti-aliasing techniques, these algorithms perform their duties during scene post-processing, after the rendering process. They are all shader-based and cause little to no performance drop, which is their most important advantage. Image quality can vary from one algorithm to another. For example, FXAA is known to make the image look a bit blurry, obviously to the chagrine of some players. Another commonly used technique is SMAA, which usually provides better quality than FXAA while getting around, or at least reducing, the blur effect. Game developers tend to implement their own post-process anti-aliasing algorithms as well. Some of the notable examples are CMAA in Grid: Autosport, AAA (heavily modified FXAA to eliminate blurring) in Metro: Last Light, and T-AA in Rainbow Six: Siege. There are also “injectors” that enable these techniques in games that don’t support post-process anti-aliasing natively.
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