Efficient post-processing antialiasing on integrated GPUs
2012pp. 1–1
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Abstract
Most modern games use deferred shading, in which shading is performed only for visible pixels, allowing greater artistic freedom in scene composing and lighting. However, traditional antialiasing techniques, such as super-sampling and multi-sampling, are not well-suited for deferred shading pipeline, since all subsamples have to be explicitly written to output buffer.
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