MLAA: Efficiently Moving Antialiasing from the GPU to the CPU
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چکیده
Incompatibility with deferred lighting, which is used more and more in real-time rendering; High memory and processing cost, which makes its use prohibitive on some widely available platforms (such as the Sony Playstation* PS3* [Perthuis 2010]). This cost is also directly linked to the complexity of the scene rendered; Inability to smooth non-geometric edges unless used in conjunction with alpha to coverage.
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تاریخ انتشار 2011