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Improved Geometric Specular Antialiasing [pdf]
- Jasper_ 7y agoHeh, I added this one to our engine at work, based on the deferred approximation. Of all the papers I've implemented, this one was easily the most bang for our buck. Specular aliasing is a big issue in games, especially considering the camera distances our games work at. The full paper along with the previous one is helpful for understanding the theory: http://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf http://www.jp.square-enix.com/tech/library/pdf/ImprovedGeome... http://www.jp.square-enix.com/tech/library/pdf/Error%20Reduction%20and%20Simplification%20for%20Shading%20Anti-Aliasing.pdf http://www.jp.square-enix.com/tech/library/pdf/Error%20Reduc... Anton also helped me figure out why I was seeing some weird results. Turns out the artists had some junk normals that were normally getting hidden by the aliasing. The big challenge here is making sure your art can support the wider angles of the non-aliased specular.
- throwaway17_17 7y agoI’m thankful you posted those links, they confirmed that Square Enix’s tech library page is reachable, it contains some great stuff. Particularly the rendering overview for FFXV.