View unanswered posts
View active topics
It is currently Thu Dec 13, 2018 12:55 am


Author Message
wondrs
Post  Post subject: About sampling and antialiasing  |  Posted: Thu Feb 07, 2013 2:02 pm

Joined: Thu May 06, 2010 8:39 pm
Posts: 32

Offline
Samples
- Samples per output pixel is to be computed, ie. for value of 2 means one output pixel is filtered from 2x2 = 4 samples, that means GPU have to render the image in 2x resolution ( i.e. 600x600 for 300x300 output image)*
*Current maximum resolution on GPU is 8192x8192, therefore output size multiplied by render samples cannot exceed this limit. FurryBall will automatically lower the size if exceeded.
- General anti-aliasing
- consumes memory and render time
- recommended to use integral values

Jitter
- extremely effective for high frequency geometry (e.g. hair/fur)
- much lower performance hit than sampling
- automatically disabled when maximum resolution on GPU reached

Multipass Multisampling
- Achieves higher Quality/Antialiasing by rendering the image several times. Trades higher quality for longer rendering times.
- similar effect as samples except textures sampling (with higher resolution - using samples - you can sample also textures in higher resolution)
- consumes only render time, not memory


Recommended Settings Are 2, if necessary 3 samples with jitter and 2 or more multisamples if needed.

1 sample, no jitter and 1 multisample, 2 seconds 355 MB
Image

2 samples, no jiter and 1 multisample, 4 seconds 646 MB
Image

1 sample, jiter enabled and 1 multisample, 2 seconds 409 MB
Image

1 samples, no jiter and 2 multisamples, 4 seconds 355 MB
Image

2 samples, jiter enabled and 2 multisamples, 5 seconds 864 MB
Image

DoF use supersampling attribute
- Useful in scenes with high defocus and thin geometry

Without using DoF supersampling
Image

Using DoF supersampling
Image


Top
johan_laurent
Post  Post subject: Re: About sampling and antialiasing  |  Posted: Tue Feb 12, 2013 3:18 pm

Joined: Sun Mar 20, 2011 10:53 am
Posts: 165

Offline
(with higher resolution - using samples - you can sample also textures in higher resolution)

Could you explain this... Usually I get a nice anti-aliasing with decent speed, however my png-jpeg textures get then effected by the antialiasing making them not so sharp.. is this a way to get around this?

use Multipass-Multisampling on shapes/objects but not on textures ?


Top
Display posts from previous:  Sort by  
Print view

Who is online
Users browsing this forum: No registered users and 0 guests
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum
Jump to:   
cron

Delete all board cookies | The team | All times are UTC + 1 hour [ DST ]

Powered by phpBB® Forum Software © phpBB Group
DAJ Glass 2 template created by Dustin Baccetti