Finished my post processing anti-aliasing evaluation and settled with a combination of FXAA and 2xFSAA. As before I used the Mandelbrot and Displaylist routines as basis for the experiments. Source on Github: GL3_FXAA_Mandelbrot.java and GL3_FXAA_DisplayLists.java. JOGL “friendly” fragment shader (eliminated the need for a dedicated vertex shader): .fs

Finished my post processing anti-aliasing evaluation and settled with a combination of FXAA and 2xFSAA. As before I used the Mandelbrot and Displaylist routines as basis for the experiments. Source on Github: GL3_FXAA_Mandelbrot.java and GL3_FXAA_DisplayLists.java. JOGL “friendly” fragment shader (eliminated the need for a dedicated vertex shader): .fs

With the current rate post-processing antialiasing techniques are invented my projection is that we will run out of four letter acronyms by the end of the year: MLAA, FXAA, SRAA, GPAA, NFAA (to name only a few). So I felt it was time to revisit the whole anti-aliasing problem and started with porting/evaluating FXAA. Looks promising, more to come …

With the current rate post-processing antialiasing techniques are invented my projection is that we will run out of four letter acronyms by the end of the year: MLAA, FXAA, SRAA, GPAA, NFAA (to name only a few). So I felt it was time to revisit the whole anti-aliasing problem and started with porting/evaluating FXAA. Looks promising, more to come …

NIGHTNIGHT by DEDDY