pocketmoon
04-23-2006, 07:29 AM
http://www.wavestate.com/depthEdgeAA.zip
This is a work in progress but it's a good time to see if this works on anything other than a 6800GT It's OpenGL/GLSL and required glut (http://www.xmission.com/~nate/glut/glut-3.7.6-bin.zip)
Basically it applies an AA filter as a Post Process, which could be usefull if your rendering to an FP target for HDR etc.
The filter is only applied where there's a discontinuity in the depth, e.g. at depth edges. The Image is rendered to capture both the depth and the actual rgb scene to offscreen rendertargets. A Canny edge filter is applied and the resulting 'edge map' is then dilated to capture pixels both sides of the depth edge.
When the capured scene is rendered (full screen quad) to the backbuffer for display, a 12-tap poisson disc filter is applied but only to those pixels which share a depth edge.
space bar toggles the filter
r rotates on/off
Rob
This is a work in progress but it's a good time to see if this works on anything other than a 6800GT It's OpenGL/GLSL and required glut (http://www.xmission.com/~nate/glut/glut-3.7.6-bin.zip)
Basically it applies an AA filter as a Post Process, which could be usefull if your rendering to an FP target for HDR etc.
The filter is only applied where there's a discontinuity in the depth, e.g. at depth edges. The Image is rendered to capture both the depth and the actual rgb scene to offscreen rendertargets. A Canny edge filter is applied and the resulting 'edge map' is then dilated to capture pixels both sides of the depth edge.
When the capured scene is rendered (full screen quad) to the backbuffer for display, a 12-tap poisson disc filter is applied but only to those pixels which share a depth edge.
space bar toggles the filter
r rotates on/off
Rob