Game Engine Architecture 10

Game Engine Architecture 10

1、Full-Screen Antialiasing (FSAA)

  also known as super-sampled antialiasing (SSAA)。

  the scene is rendered into a frame buffer that is larger than the actual screen. Once rendering of the frame is complete, the resulting oversized image is downsampled to the desired resolution. In 4x supersampling, the rendered image is twice as wide and twice as tall as the screen, resulting in a frame buffer that occupies four times the memory. It also requires four times the GPU processing power because the pixel shader must be run four times for each screen pixel.

  As you can see, FSAA is an incredibly expensive technique both in terms of memory consumption and GPU cycles. As such, it is rarely used in practice.

2、Multisampled Antialiasing (MSAA)

  

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转载自www.cnblogs.com/tekkaman/p/10685982.html