Experimenting with Reconstruction Filters for MSAA Resolve

You can find an ad-free static site version of this post here: https://therealmjp.github.io/posts/msaa-resolve-filters/ Previous article in the series: A Quick Overview of MSAA Update 8/26/2017: while working on The Order I improved upon the work described here, which I presented at SIGGRAPH 2015. I also created an updated MSAA + TAA filtering demo that you […]

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Applying Sampling Theory To Real-Time Graphics

You can find an ad-free static site version of this post here: https://therealmjp.github.io/posts/applying-sampling-theory-to-real-time-graphics/ Previous article in the series: Signal Processing Primer Computer graphics is a field that constantly deals with discrete sampling and reconstruction of signals, although you might not be aware of it yet. This article focuses on the ways in which sampling theory […]

Upcoming Series on Signal Processing and MSAA

You can find an ad-free static site version of this post here: https://therealmjp.github.io/posts/upcoming-series-on-signal-processing-and-msaa/ Aliasing is everywhere in graphics. Almost everything we do uses discrete sampling, which means almost everything can produce a variety of aliasing artifacts. The folks in the film industry have historically taken a “no aliasing allowed” stance in their work, but in […]