ABSTRACT

With the advent of DirectX 10 and beyond, more and more features are being offloaded from fixed-function hardware to programmable shaders. Until recently, the lack of flexible access to the sample information in antialiased (AA) buffers required developers to rely on fixed-function hardware filtering to convert these buffers to single-sample representations. Now, with access to sample information, developers seek even higher quality results with the same memory footprint. This allows the creation of new techniques to balance the performance and quality of the rendered images being generated.