Tangent: my biggest problem with AA is something adjacent to it, which is that almost none of my games bother explain what the differences are between the different abbreviations available in the settings, half of which are completely unknown to me. Like, sure, I can look them up but a little bit of user-friendliness would be appreciated.
This article will probably help for future reference though!
Graphics programming analysis done using examples written in WebGL–genius. Hypertext that takes full advantage of the medium. This reminds me of something I'd see on https://pudding.cool/, but it goes far more in depth than anything there. Absolutely fantastic article.
I've been using MSAAx4 in my rendering engine for some time and only recently have considered switching to a FXAA / TAA implementation. I'm actually not sure I'm going to go through with that now. I definitely learned a lot here, and will probably use the analytical approach for UI items, I hadn't heard about that anywhere.
Not often you see graphics-programming stuff on HN. For anyone interested in more graphics write-ups, this list of frame breakdowns is one of my favorite resources:
Appreciated that link out to Captain Disillusion. I had not heard of that guy. Incredible work, here's a direct link for those interested in video effects: https://www.youtube.com/@CaptainDisillusion
FrostKiwi ·19 hours ago
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vanderZwan ·13 hours ago
This article will probably help for future reference though!
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amjoshuamichael ·16 hours ago
I've been using MSAAx4 in my rendering engine for some time and only recently have considered switching to a FXAA / TAA implementation. I'm actually not sure I'm going to go through with that now. I definitely learned a lot here, and will probably use the analytical approach for UI items, I hadn't heard about that anywhere.
Not often you see graphics-programming stuff on HN. For anyone interested in more graphics write-ups, this list of frame breakdowns is one of my favorite resources:
https://www.adriancourreges.com/blog/
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rootext ·16 hours ago
SDF(or mSDF) isn't the future. It's already "good enough" classic.
> This works, but performance tanks hard, as we solve every > bezier curve segment per pixel
This is "the future" or even present as used in Slug and DirectWrite with great performance
https://sluglibrary.com/ https://learn.microsoft.com/en-us/windows/win32/directwrite/...
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bredren ·10 hours ago
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