[HN Gopher] Improved Geometric Specular Antialiasing [pdf] ___________________________________________________________________ Improved Geometric Specular Antialiasing [pdf] Author : jakearmitage Score : 44 points Date : 2020-03-22 18:34 UTC (4 hours ago) (HTM) web link (www.jp.square-enix.com) (TXT) w3m dump (www.jp.square-enix.com) | Jasper_ wrote: | Heh, 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/ImprovedGeome... | | 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 wrote: | I'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. ___________________________________________________________________ (page generated 2020-03-22 23:00 UTC)