Re: SSAA and FXAA

Allie Vacanti via vtkusers <[email protected]> Fri, 8 Mar 2019 09:32:33 -0500
Newsgroups gmane.comp.lib.vtk.user
Message-ID <CA+=e1ouUqeJhq-nHTrVUPxyDOrcJJUZ=3zp_xUBWTsQrzMDU4A@mail.gmail.com>
Ah, ok, so FXAA *is* working then, and not broken.

FXAA (Fast approXimate Anti-Aliasing) is an approximate anti-aliasing
technique that is applied as a post-processing step. Since it is
approximate and operates in screen space, there are some scenes that it
works well on, and others that it doesn't. It sounds like you've found one
that it doesn't handle -- those thin, clustered lines just look like random
noise and not edges to a screen-space algorithm, so it doesn't know what to
do with them.

If you want higher quality anti-aliasing, you'll want MSAA
(vtkRenderer::SetMultiSamples) or SSAA. MSAA is generally preferred and
better tested.

On Thu, Mar 7, 2019 at 5:07 PM chung <[email protected]> wrote:

> Yes I do see a noticeable difference in the FXAAFilter test as well as in
> my
> own test widget.
>
> <http://vtk.1045678.n5.nabble.com/file/t342714/vtkFXAA.png>
>
>
> <http://vtk.1045678.n5.nabble.com/file/t342714/myFXAA.png>
> <http://vtk.1045678.n5.nabble.com/file/t342714/myFXAA2.png>
> I can see that the FXAA algorithm is affecting the grid lines at certain
> angles but they aren't as smooth as I'd like them to be.
>
>
> I stepped through the code and the grid was rendered in the opaque pass as
> vtkRenderer::UpdateOpaquePolygonalGeometry returns 1.
>
>
> Thanks again Allie for looking into this.
>
> Sincerely,
> Chuan
>
>
>
> --
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