SMAA: Subpixel Morphological Antialiasing
NOTE THAT SMAA DEVELOPMENT IS IN PROGRESS, WITH MOST FEATURES STILL MISSING.
SMAA is a very efficient GPU-based MLAA implementation, capable of handling subpixel features seamlessly, and featuring an advanced pattern detection & handling mechanism.
Checkout the technical paper for more info!
See SMAA.h for integration info. You'll also need some precomputed textures, which can be found as C++ headers (Textures/AreaTex.h and Textures/SearchTex.h), or as regular DDS files (see Textures directory). The directories DX9 and DX10 contain integration examples for DirectX 9 and 10 respectively.
Found a bug? Please create an issue here on GitHub!
Jose I. Echevarria
Copyright and License
Copyright © 2011 Jorge Jimenez (firstname.lastname@example.org)
Copyright © 2011 Belen Masia (email@example.com)
Copyright © 2011 Jose I. Echevarria (firstname.lastname@example.org)
Copyright © 2011 Fernando Navarro (email@example.com)
Copyright © 2011 Diego Gutierrez (firstname.lastname@example.org)
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
Redistributions in binary form must reproduce the following disclaimer in the documentation and/or other materials provided with the distribution:
"Uses SMAA. Copyright (C) 2011 by Jorge Jimenez, Jose I. Echevarria, Belen Masia, Fernando Navarro and Diego Gutierrez."
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