http://research.nvidia.com/publication/subpixel-reconstruction-antialiasing
“Subpixel Reconstruction Antialiasing”
Matthäus G. Chajdas (Technische Universität München and NVIDIA), Morgan McGuire (NVIDIA), David Luebke (NVIDIA), in i3D, February 2011
Subpixel Reconstruction Antialiasing (SRAA) combines single-pixel (1x) shading with subpixel visibility to create antialiased images without increasing the shading cost.
SRAA targets deferred-shading renderers, which cannot use multisample antialiasing.
SRAA operates as a post-process on a rendered image with superresolution depth and normal buffers, so it can be incorporated into an existing renderer without modifying the shaders.
In this way SRAA resembles Morphological Antialiasing (MLAA), but the new algorithm can better respect geometric boundaries and has fixed runtime independent of scene and image complexity.
SRAA benefits shading-bound applications.
For example, our implementation evaluates SRAA in 1.8 ms (1280×720) to yield antialiasing quality comparable to 4-16x shading.
Thus SRAA would produce a net speedup over supersampling for applications that spend 1 ms or more on shading; for comparison, most modern games spend 5-10 ms shading.
We also describe simplifications that increase performance by reducing quality.
所以SRAA算是MLAA的改良版、可以在deferred shading等無法使用MSAA的場合取代SSAA。
速度也較快,可以在Shader吃重的場合透過置換的方式提供可接受的AA品質,帶來加速。