ABSTRACT

In this chapter, the authors present the antialiasing solution used in the Xbox One and Playstation 4 versions of Far Cry 4, developed by Ubisoft Montreal: hybrid reconstruction antialiasing (HRAA). They also present a novel framework that utilizes multiple approaches to mitigate aliasing issues with a tight performance budget in mind. The authors describe a novel algorithm that builds upon the analytical, temporal, and super-sampling-based approaches. By exploring the new hardware capabilities of modern GPUs, authors optimize each approach and provide a robust framework that shares the benefits of each algorithm while minimizing their shortcomings. The author’s antialiasing solution can be divided into several components. The aim of each component is to tackle a different source of aliasing, so each algorithm can be used to its best effect in limited use-case scenarios. The author’s framework is built around the following components: temporally stable edge antialiasing; temporal super-sampling; temporal antialiasing.