Abstract:ReferenceMSAA A(MF)S AMFS 50k 0 Figure 1: Subdivision surfaces are widely used in offline rendering and an important tool for content creation. However, real-time rendering of tessellated geometry is still fairly expensive, as current pixel shading methods, e.g., multisampling antialiasing (MSAA), do not scale well with geometric complexity. With our method (AMFS), pixel shading is tied to the coarse input patches and reused between triangles, effectively decoupling the shading cost from the tessellation level… Show more
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