1 2 3 AGAA 8x MSAA Figure 1: Large image rendered with Agregate G-Buffer Anti-Aliasing (AGAA). The AGAA results (red outlines) shade only twice per pixel,give comparable results to the MSAA reference image shaded eight times per pixel, and use 33% less memory. AGAA reduces aliasing by prefiltering the scene's sub-pixel geometric detail (foliage, thin railings, etc.) into an aggregate G-buffer that models the distribution of geometry projecting into each pixel.
AbstractWe present Aggregate G-Buffer Anti-Aliasing (AGAA), a new technique for efficient anti-aliased deferred rendering of complex geometry using modern graphics hardware. In geometrically complex situations, where many surfaces intersect a pixel, current rendering systems shade each contributing surface at least once per pixel. As the sample density and geometric complexity increase, the shading cost becomes prohibitive for real-time rendering. Under deferred shading, so does the required framebuffer memory. AGAA uses the rasterization pipeline to generate a compact, pre-filtered geometric representation inside each pixel. We then shade this at a fixed rate, independent of geometric complexity. By decoupling shading rate from geometric sampling rate, the algorithm reduces the storage and bandwidth costs of a geometry buffer, and allows scaling to high visibility sampling rates for anti-aliasing. AGAA with 2 aggregate surfaces per-pixel generates results comparable to 8x MSAA, but requires 30% less memory (45% savings for 16x MSAA), and is up to 1.3x faster.