As it becomes more and more apparent that a fix for “broken multisampling support” (Bug 410) won’t make it into the first release of JOGL2.0, I struggled to find a workaround for this issue. After reading through various sources I came to the conclusion that the only real solution to achieve high quality antialiasing is to compute sample values as the average of  the sampled signal over the sampling area, which is given by the  integral of the sampled signal over the sampling area divided by the  sampling area (as suggested in GPU Gems 2) . In the case of FSAA, the sampled signal is  discrete, meaning that the integral can be computed as a summation. So the idea of custom GLSL based bruteforce “super sampling” was born and the first results look promising … :)

As it becomes more and more apparent that a fix for “broken multisampling support” (Bug 410) won’t make it into the first release of JOGL2.0, I struggled to find a workaround for this issue. After reading through various sources I came to the conclusion that the only real solution to achieve high quality antialiasing is to compute sample values as the average of the sampled signal over the sampling area, which is given by the integral of the sampled signal over the sampling area divided by the sampling area (as suggested in GPU Gems 2) . In the case of FSAA, the sampled signal is discrete, meaning that the integral can be computed as a summation. So the idea of custom GLSL based bruteforce “super sampling” was born and the first results look promising … :)

  1. copypastaresearch posted this

NIGHTNIGHT by DEDDY