Fast Approximate Anti-aliasing
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Fast Approximate Anti-aliasing

Fast approximate anti-aliasing (FXAA) is an anti-aliasing algorithm created by Timothy Lottes at NVIDIA.[1] It is also referred to as fast sample anti-aliasing (FSAA).

The main advantage of this technique over conventional spatial anti-aliasing is that it does not require large amounts of computing power. It achieves this by smoothing undesirable jagged edges ("jaggies")[2] as pixels, according to how they appear on-screen, rather than analyzing the 3D model itself, as in conventional spatial anti-aliasing.[1] Since it is not based on the actual geometry, it will smooth not only edges between triangles, but also edges inside alpha-blended textures, or those resulting from pixel shader effects, which are immune to the effects of multisample anti-aliasing (MSAA).[3]

The downsides are: textures may not appear as sharp if they are included in the edge detection; and it must be applied before rendering the HUD elements of a game, lest it affect them too.


The processes of FXAA are listed as follows:

Find all edges contained in the image

Finding edges is typically a depth-aware search, so that pixels which are close in depth are not affected. This helps to reduce blurring in textures, since edges in a texture have similar depths.

Smooth the edges

Smoothing is applied as a per-pixel effect. That is, there is no explicit representation of the edges. Rather, the first step is a depth-aware edge filter, which marks pixels as belonging to edges, and the second step filters the color image values based on the degree to which a pixel is marked as an edge.

See also


  1. ^ a b Lottes, Timothy (February 2009). "FXAA" (PDF). NVIDIA. Retrieved 2012.
  2. ^ Wang, James (March 19, 2012). "FXAA: Anti-Aliasing at Warp Speed". NVIDIA. Retrieved 2013.
  3. ^ Atwood, Jeff (December 7, 2011). "Fast Approximate Anti-Aliasing (FXAA)". Coding Horror. Retrieved 2012.

  This article uses material from the Wikipedia page available here. It is released under the Creative Commons Attribution-Share-Alike License 3.0.



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