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Morphological Antialiasing
Morphological antialiasing (MLAA) is a technique for minimizing the distortion artifacts known as aliasing when representing a high-resolution image at a lower resolution. Contrary to multisample anti-aliasing (MSAA), which does not work for deferred rendering, MLAA is a post-process filtering which detects borders in the resulting image and then finds specific patterns in these. Anti-aliasing is achieved by blending pixels in these borders, according to the pattern they belong to and their position within the pattern. Enhanced subpixel morphological antialiasing, or SMAA, is an image-based GPU-based implementation of MLAA developed by Universidad de Zaragoza and Crytek. See also * Fast approximate anti-aliasing * Multisample anti-aliasing * Anisotropic filtering * Temporal anti-aliasing * Spatial anti-aliasing In digital signal processing, spatial anti-aliasing is a technique for minimizing the distortion artifacts (aliasing) when representing a high-resolution image at a ...
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Aliasing
In signal processing and related disciplines, aliasing is an effect that causes different signals to become indistinguishable (or ''aliases'' of one another) when sampled. It also often refers to the distortion or artifact that results when a signal reconstructed from samples is different from the original continuous signal. Aliasing can occur in signals sampled in time, for instance digital audio, or the stroboscopic effect, and is referred to as temporal aliasing. It can also occur in spatially sampled signals (e.g. moiré patterns in digital images); this type of aliasing is called spatial aliasing. Aliasing is generally avoided by applying low-pass filters or anti-aliasing filters (AAF) to the input signal before sampling and when converting a signal from a higher to a lower sampling rate. Suitable reconstruction filtering should then be used when restoring the sampled signal to the continuous domain or converting a signal from a lower to a higher sampling rate. For spa ...
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Crytek
Crytek GmbH is a German video game developer and software developer based in Frankfurt. Founded by the Yerli brothers in Coburg in 1999 and moved to Frankfurt in 2006, Crytek also operates further studios in Kyiv, Ukraine and Istanbul, Turkey. Its former studios included Crytek Black Sea in Sofia, Bulgaria, Crytek UK in Nottingham, and Crytek USA in Austin, Texas. Crytek is best known for developing the first instalment of the ''Far Cry'' series (subsequent sequels and spin-offs being developed by Ubisoft Montreal) and the ''Crysis'' series, and the open world nature of their games which showcase the company's CryEngine. History 1999–2004: CryEngine and ''Far Cry'' Crytek was founded by the Turkish-German brothers Cevat, Avni and Faruk Yerli in September 1999 in Coburg, Germany. One of their first projects was a tech demo of a game called ''X-Isle: Dinosaur Island'', which showcased their game engine technology that allowed for larger viewing distances than other game ...
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Image Processing
An image is a visual representation of something. It can be two-dimensional, three-dimensional, or somehow otherwise feed into the visual system to convey information. An image can be an artifact, such as a photograph or other two-dimensional picture, that resembles a subject. In the context of signal processing, an image is a distributed amplitude of color(s). In optics, the term “image” may refer specifically to a 2D image. An image does not have to use the entire visual system to be a visual representation. A popular example of this is of a greyscale image, which uses the visual system's sensitivity to brightness across all wavelengths, without taking into account different colors. A black and white visual representation of something is still an image, even though it does not make full use of the visual system's capabilities. Images are typically still, but in some cases can be moving or animated. Characteristics Images may be two or three-dimensional, such as a pho ...
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Spatial Anti-aliasing
In digital signal processing, spatial anti-aliasing is a technique for minimizing the distortion artifacts (aliasing) when representing a high-resolution image at a lower resolution. Anti-aliasing is used in digital photography, computer graphics, digital audio, and many other applications. Anti-aliasing means removing signal components that have a higher frequency than is able to be properly resolved by the recording (or sampling) device. This removal is done before (re)sampling at a lower resolution. When sampling is performed without removing this part of the signal, it causes undesirable artifacts such as black-and-white noise. In signal acquisition and audio, anti-aliasing is often done using an analog anti-aliasing filter to remove the out-of-band component of the input signal prior to sampling with an analog-to-digital converter. In digital photography, optical anti-aliasing filters made of birefringent materials smooth the signal in the spatial optical domain. The anti-a ...
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Temporal Anti-aliasing
Temporal anti-aliasing (TAA) is a spatial anti-aliasing technique for computer-generated video that combines information from past frames and the current frame to remove jaggies in the current frame. In TAA, each pixel is sampled once per frame but in each frame the sample is at a different location within the pixel. Pixels sampled in past frames are blended with pixels sampled in the current frame to produce an anti-aliased image.Brian Kari, Epic Game"High Quality Temporal Supersampling" TAA compared to MSAA Prior to the development of TAA, MSAA was the dominant anti-aliasing technique. MSAA samples (renders) each pixel multiple times at different locations within the frame and averages the samples to produce the final pixel value. In contrast, TAA samples each pixel only once per frame, but it samples the pixels at a different locations in different frames. This makes TAA faster than MSAA. In parts of the picture without motion, TAA effectively computes MSAA over multiple frames ...
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Anisotropic Filtering
In 3D computer graphics, anisotropic filtering (abbreviated AF) is a method of enhancing the image quality of textures on surfaces of computer graphics that are at oblique viewing angles with respect to the camera where the projection of the texture (not the polygon or other primitive on which it is rendered) appears to be non-orthogonal (thus the origin of the word: "an" for ''not'', "iso" for ''same'', and "tropic" from tropism, relating to direction; anisotropic filtering does not filter the same in every direction). Like bilinear and trilinear filtering, anisotropic filtering eliminates aliasing effects, but improves on these other techniques by reducing blur and preserving detail at extreme viewing angles. Anisotropic filtering is relatively intensive (primarily memory bandwidth and to some degree computationally, though the standard space–time tradeoff rules apply) and only became a standard feature of consumer-level graphics cards in the late 1990s. Anisotropic filt ...
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Multisample Anti-aliasing
Multisample anti-aliasing (MSAA) is a type of spatial anti-aliasing, a technique used in computer graphics to remove jaggies. Definition The term generally refers to a special case of supersampling. Initial implementations of full-scene anti-aliasing ( FSAA) worked conceptually by simply rendering a scene at a higher resolution, and then downsampling to a lower-resolution output. Most modern GPUs are capable of this form of anti-aliasing, but it greatly taxes resources such as texture, bandwidth, and fillrate. (If a program is highly TCL-bound or CPU-bound, supersampling can be used without much performance hit.) According to the OpenGL GL_ARB_multisample specification, "multisampling" refers to a specific optimization of supersampling. The specification dictates that the renderer evaluate the fragment program once per pixel, and only "truly" supersample the depth and stencil values. (This is not the same as supersampling but, by the OpenGL 1.5 specification, the definition ha ...
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Fast Approximate Anti-aliasing
Fast approximate anti-aliasing (FXAA) is a screen-space anti-aliasing algorithm created by Timothy Lottes at Nvidia. FXAA 3 is released under a public domain license. A later version, FXAA 3.11, is released under a 3-clause BSD license. Algorithm description # The input data is the rendered image and optionally the luminance data. # Acquire the luminance data. This data could be passed into the FXAA algorithm from the rendering step as an alpha channel embedded into the image to be antialiased, calculated from the rendered image, or approximated by using the green channel as the luminance data. # Find high contrast pixels by using a high pass filter that uses the luminance data. Low contrast pixels that are found are excluded from being further altered by FXAA. The high pass filter that excludes low contrast pixels can be tuned to balance speed and sensitivity. # Use contrast between adjacent pixels to heuristically find edges, and determine whether the edges are in the horizo ...
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Universidad De Zaragoza
The University of Zaragoza, sometimes referred to as Saragossa University () is a public university with teaching campuses and research centres spread over the three provinces of Aragon, Spain. Founded in 1542, it is one of the oldest universities in Spain, with a history dating back to the Roman period. Prime Ministers Pascual Madoz, Manuel Azaña, Salustiano de Olózaga and Eusebio Bardají, the Nobel Prize laureate and father of modern neuroscience Santiago Ramón y Cajal, the Catholic saint Josemaría Escrivá and the Cuban national hero Jose Marti studied at this university. History Beginnings Ecclesiastical schools were the initial elements of the University of Zaragoza. These schools were later consolidated into the School of Zaragoza, led by Bishop Braulio during the seventh century (who would later be made the patron saint of the university). The School of Arts officially became a university in 1542, though some scholars argue it could be considered a university o ...
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Multisample Anti-aliasing
Multisample anti-aliasing (MSAA) is a type of spatial anti-aliasing, a technique used in computer graphics to remove jaggies. Definition The term generally refers to a special case of supersampling. Initial implementations of full-scene anti-aliasing ( FSAA) worked conceptually by simply rendering a scene at a higher resolution, and then downsampling to a lower-resolution output. Most modern GPUs are capable of this form of anti-aliasing, but it greatly taxes resources such as texture, bandwidth, and fillrate. (If a program is highly TCL-bound or CPU-bound, supersampling can be used without much performance hit.) According to the OpenGL GL_ARB_multisample specification, "multisampling" refers to a specific optimization of supersampling. The specification dictates that the renderer evaluate the fragment program once per pixel, and only "truly" supersample the depth and stencil values. (This is not the same as supersampling but, by the OpenGL 1.5 specification, the definition ha ...
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GitHub
GitHub, Inc. () is an Internet hosting service for software development and version control using Git. It provides the distributed version control of Git plus access control, bug tracking, software feature requests, task management, continuous integration, and wikis for every project. Headquartered in California, it has been a subsidiary of Microsoft since 2018. It is commonly used to host open source software development projects. As of June 2022, GitHub reported having over 83 million developers and more than 200 million repositories, including at least 28 million public repositories. It is the largest source code host . History GitHub.com Development of the GitHub.com platform began on October 19, 2007. The site was launched in April 2008 by Tom Preston-Werner, Chris Wanstrath, P. J. Hyett and Scott Chacon after it had been made available for a few months prior as a beta release. GitHub has an annual keynote called GitHub Universe. Organizational ...
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Image-based Modeling And Rendering
In computer graphics and computer vision, image-based modeling and rendering (IBMR) methods rely on a set of two-dimensional images of a scene to generate a three-dimensional model and then render some novel views of this scene. The traditional approach of computer graphics has been used to create a geometric model in 3D and try to reproject it onto a two-dimensional image. Computer vision, conversely, is mostly focused on detecting, grouping, and extracting features (edges, faces, ''etc.'') present in a given picture and then trying to interpret them as three-dimensional clues. Image-based modeling and rendering allows the use of multiple two-dimensional images in order to generate directly novel two-dimensional images, skipping the manual modeling stage. Light modeling Instead of considering only the physical model of a solid, IBMR methods usually focus more on light modeling. The fundamental concept behind IBMR is the plenoptic illumination function which is a parametris ...
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