Anti-aliasing is an important technique used to reduce the appearance of jagged edges in raster based graphical systems. Traditionally, the cost of using anti-aliasing is significant, and usually scales with resolution. For the the Xbox 360 we provided a particular form of anti-aliasing known as multisample anti-aliasing (MSAA) that significantly improved visual quality, but required 2-4x the framebuffer storage.

In this lecture we describe a coverage based approach that delivers a similar visual quality to 4x MSAA, but at about half the storage costs. For even more information about DCAA, check out my related patent.




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