Re: Antialiassing in an FxPlug
Re: Antialiassing in an FxPlug
- Subject: Re: Antialiassing in an FxPlug
- From: Pete Warden <email@hidden>
- Date: Thu, 31 Jan 2008 11:02:07 -0800
One trick you can use is to just use the default bilinear filtering to
resample four pixels to one without a shader. You need to set up your
texture coordinates so that the sample point is at the corner of four
pixels when drawing to the final output, but it's an efficient way of
using the hardware. Doing an extra pass is always costly though.
Back when I was coding plugins for another app that shall remain
nameless, I used the same general over-sampling technique to reduce
aliasing, and offered it as an extra user control, as a filter
parameter. If you're worried about the performance hit, that might be
an option.
Pete
On Jan 31, 2008, at 5:56 AM, Gary Fielke wrote:
Thanks Pete, just what I was after (the tiling tip will undoubtedly
be useful also)
Re the "scale down and resample result into the output" stage is it
preferable to use GLSL to average neighbour pixels in a frag shader?
Or is there a better option?
Out of curiosity I just tested out CILanczosScaleTransform to scale
down from a 2x2 FBO. It seemed to work well but a bit slow on my G4
PowerBook. This might be suitable for the rendering stage but I'm
not sure yet how well it would play if tiling of image buffers was
required.
Thanks again
Gary
Hi Gary,
you're right, there are a lot of mines to step on when
trying to get multisampling working in an FxPlug. Since as you
discovered PBuffers don't support them, and I'm not sure of the state
of FBO support, we've tended to do the same operations manually. I
don't have much information on the state of hidden windows, since
it's
been a long time since we used them, but it's a pretty unusual path
to
be using these days and I wouldn't recommend it.
Basically, allocate a pbuffer or FBO that's several times larger than
the final output, and draw into it scaled up. Then as a final pass,
scale down and resample the result into the output.
One thing to watch out for with this is that you may hit card limits
to the maximum texture size, or even how many textures will fit in
VRAM at 16 and 32 bit float bit depths. FCP and Motion have checks to
limit the output size they request to stay within those limits.
Rather
than allocating one large buffer, you may instead want to allocate
several smaller buffers at the output size, draw separately into them
as tiles, and then join them together by rendering them into the
final
output.
Is that any help?
Pete
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