Morphological antialiasing (MLAA) is a spatial anti-aliasing technique used in real-time computer graphics. It reduces artifacts, such as jaggies, when representing a high-resolution image at a lower resolution.

MLAA is a post-process filtering which detects borders in the resulting image and then finds specific patterns in these. Anti-aliasing is achieved by blending pixels in these borders, according to the pattern they belong to and their position within the pattern.[1][2][3]

Introduced in 2009, MLAA was an early and influential example of anti-aliasing techniques done in post-processing, which makes them suitable for deferred shading. A similar method in this class is fast approximate anti-aliasing (FXAA).[4] Temporal anti-aliasing, also a post-process, has become the most common anti-aliasing method for real-time rendering and video games.[5]

Enhanced subpixel morphological antialiasing, or SMAA, is an image-based GPU-based implementation of MLAA[6] developed by Universidad de Zaragoza and Crytek.[7]

See also

edit

References

edit
  1. ^ "MLAA: Efficiently Moving Antialiasing from the GPU to the CPU" (PDF). Intel. Archived from the original (PDF) on 2021-02-25. Retrieved 2018-12-02.
  2. ^ "MORPHOLOGICAL ANTIALIASING AND TOPOLOGICAL RECONSTRUCTION" (PDF). Institut d'électronique et d'informatique Gaspard-Monge (IGM). Retrieved 2018-12-02.
  3. ^ "Digital Foundry: The Future of Anti-Aliasing". Eurogamer. 2011-07-16. Retrieved 2018-12-02.
  4. ^ Jimenez, Jorge; Gutierrez, Diego; Yang, Jason; et al. (2011-08-07). "Filtering approaches for real-time anti-aliasing" (PDF). ACM SIGGRAPH Courses 2011. ACM: 1–329. doi:10.1145/2037636.2037642. ISBN 978-1-4503-0967-7.
  5. ^ Yang, Lei; Liu, Shiqiu; Salvi, Marco (2020-06-13). "A Survey of Temporal Antialiasing Techniques" (PDF). Computer Graphics Forum. 39 (2): 607–621. doi:10.1111/cgf.14018. ISSN 0167-7055. S2CID 220514131 – via Wiley.
  6. ^ "iryoku/smaa: SMAA is a very efficient GPU-based MLAA implementation". GitHub. Retrieved 2018-12-13.
  7. ^ Jorge Jimenez and Jose I. Echevarria and Tiago Sousa and Diego Gutierrez (2012). "SMAA: Enhanced Subpixel Morphological Antialiasing". Computer Graphics Forum (Proc. EUROGRAPHICS 2012). 31 (2). JIMENEZ2012_CGF. Retrieved 2018-12-13.

📚 Artikel Terkait di Wikipedia

My Life as a Teenage Robot

My Life as a Teenage Robot is an American animated science fiction superhero comedy television series created by Rob Renzetti for Nickelodeon. It was produced

Modern Language Association

The Modern Language Association of America, often referred to as the Modern Language Association (MLA), is widely considered the principal professional

Anti-aliasing

Multisample anti-aliasing (MSAA) Super-sampling (SSAA) Morphological antialiasing (MLAA) Conservative morphological anti-aliasing (CMAA) Temporal anti-aliasing (TAA)

List of My Life as a Teenage Robot episodes

My Life as a Teenage Robot is an American animated science fiction superhero comedy television series created by Rob Renzetti for Nickelodeon. It was produced

God of War (franchise)

Between E3 2009 and the time the game shipped, morphological anti-aliasing (MLAA) was added, which graphics engineer Ben Diamand said "improved edges dramatically

Deferred shading

advanced post-process edge-smoothing techniques have been developed, such as MLAA (used in Killzone 3 and Dragon Age II, among others), FXAA (used in Crysis

Multisample anti-aliasing

frame than post processing anti-aliasing techniques such as FXAA, SMAA and MLAA. Early techniques in this category tend towards a lower performance impact

Taylor's University

2021. "Taylor's University". Uni Enrol. Retrieved 30 November 2025. "ILAM MLAA Awards Winner Lists 2011". Institute of Landscape Architects Malaysia. Retrieved