SMAA: Enhanced Subpixel Morphological Antialiasing
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August 23, 2013
Version 2.8 released, featuring a minor code clean-up and minor optimizations.
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May 16, 2012
Slides from our Eurographics presentation uploaded!
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January 16, 2012
Version 2.7 released, featuring SMAA S2x and 4x. Checkout the new Eurographics paper and supplementary material in the downloads section!
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November 30, 2011
Andrej Dudenhefner released a SMAA 1x Injector! Kudos to Andrej.
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November 18, 2011
Version 2.6 released, featuring GLSL support. Big thanks to
Dmitriy Jdone!
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October 28, 2011
Demo movie showing SMAA features and CryEngine 3 integration uploaded.
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October 27, 2011
Version 2.5 released, featuring SMAA T2x and CryEngine temporal reprojection.
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September 6, 2011
Version 2.4 released, featuring predicated thresholding (Killzone 3 edge detection method).
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September 3, 2011
Version 2.3 released, featuring corner pattern processing.
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September 1, 2011
Version 2.2 released, featuring diagonal pattern processing, quality presets and further optimizations.
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August 29, 2011
Version 2.1 released, featuring better performance and easier integration.
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August 25, 2011
Version 2.0 released, featuring local constrast adaptation and accurate searches.
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August 25, 2011
Web launched!
We present a new image-based, post-processing antialiasing technique, which offers practical solutions to the common, open problems of existing filter-based real-time antialiasing algorithms. Some of the new features include local contrast analysis for more reliable edge detection, and a simple and effective way to handle sharp geometric features and diagonal lines. This, along with our accelerated and accurate pattern classification allows for a better reconstruction of silhouettes. Our method shows for the first time how to combine morphological antialiasing (MLAA) with additional multi/supersampling strategies (MSAA, SSAA) for accurate subpixel features, and how to couple it with temporal reprojection; always preserving the sharpness of the image. All these solutions combine synergies making for a very robust technique, yielding results of better overall quality than previous approaches while more closely converging to MSAA/SSAA references but maintaining extremely fast execution times. Additionally, we propose different presets to better fit the available resources or particular needs of each scenario.
IMPORTANT: designed to viewed in HD at full screen. As compression hides aliasing, we encourage to download the HD movie in Downloads to better see the differences between the different techniques.
- PDF [6.64 MB]
- Slides [170. 33 MB]
- Movie [222.72 MB]
- Supplementary Material [368.18 MB]
- Precompiled Demo [15.81 MB]
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Github Repository
- https://github.com/iryoku/smaa
Direct Links
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2.8 (August 23, 2013): better profile timers, moved vertex shader subpixel jitter to the transformation matrix and improvements in the SMAA C++ interface. DX9 demo now features all the controls DX10 version already had, thanks to kphillisjr.
Download
Diff with v2.7 -
2.7 (January 16, 2012): added SMAA S2x and 4x modes. IMPORTANT: the textures have changed. Both SMAA.h and the textures should be uptaded.
Download
Diff with v2.6 -
2.6 (November 18, 2011): added GLSL support.
Download
Diff with v2.5 -
2.5 (October 27, 2011): added temporal supersampling (SMAA T2x).
Download
Diff with v2.4 -
2.4 (September 6, 2011): added predicated thresholding.
Download
Diff with v2.3 -
2.3 (September 3, 2011): added corner pattern processing.
Download
Diff with v2.2 -
2.2 (September 1, 2011): added diagonal pattern processing, presets and optimized the neighborhood blending pass.
Download
Diff with v2.1 -
2.1 (August 29, 2011): optimized the edge detection and blending weight calculation passes, by only marking pixels with edges on the top-left boundaries. Added .h versions of precomputed textures.
Download
Diff with v2.0 -
2.0 (August 25, 2011): initial release, including accurate searches and local contrast adaptation. We revamped the shader interface, allowing a single .h file to work across platforms.
Download
Diff with v1.5 - For older versions, checkout Jimenez’s MLAA.
@article{JIMENEZ2012_CGF, author = {Jorge Jimenez and Jose I. Echevarria and Tiago Sousa and Diego Gutierrez}, title = {SMAA: Enhanced Morphological Antialiasing}, journal = {Computer Graphics Forum (Proc. EUROGRAPHICS 2012)}, year = {2012}, volume = {31}, number = {2}, }
@inbook{JIMENEZ2011_GPUPRO2A, author = {Jorge Jimenez and Belen Masia and Jose I. Echevarria and Fernando Navarro and Diego Gutierrez}, editor = {Wolfgang Engel}, title = {{GPU} Pro 2}, chapter = {Practical Morphological Anti-Aliasing}, publisher = {{AK} Peters Ltd.}, year = {2011}, }
@inproceedings{JIMENEZ2011_SIGGRAPh21, author = {Jorge Jimenez and Diego Gutierrez and Jason Yang and Alexander Reshetov and Pete Demoreuille and Tobias Berghoff and Cedric Perthuis and Henry Yu and Morgan McGuire and Timothy Lottes and Hugh Malan and Emil Persson and Dmitry Andreev and Tiago Sousa}, title = {Filtering Approaches for Real-Time Anti-Aliasing}, booktitle = {ACM SIGGRAPH Courses}, year = {2011}, }
- 2011: Practical Morphological Anti-Aliasing
- 2011: Filtering Approaches for Real-Time Anti-Aliasing
- Andrej Dudenhefner’s SMAA Injector
How do I have SMAA and FXAA injector mod at the same time? : V
How do I have SMAA and FXAA injector mod at the same time?
» Mon May 28, 2012 12:00 am
SMAA is pretty good. It provides decent antialiasing and has very low performance hit (for me). I therefore prefer it more than MSAA.
However, SMAA (http://mrhaandi.blogspot.com/p/injectsmaa.html) comes with a d3d9.dll file.
The FXAA injector mod also comes with a d3d9.dll file.
Thus they conflict with each other.
I’ve read before that there is a way to have SMAA and Enhanced Shaders on at the same time, if you alter the proxy in the end.ini… but FXAA injector doesn’t got anything like that.
I therefore wonder, is there any way to have SMAA and FXAA injector mod at the same time?
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[Bounty][Ben] - Posts: 3352
- Joined: Mon Jul 30, 2007 2:11 pm
» Mon May 28, 2012 7:39 am
Wondering this myself.
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P PoLlo - Posts: 3408
- Joined: Wed Oct 31, 2007 10:05 am
» Mon May 28, 2012 8:36 am
Maybe you can have both by using the ENBSeries Patch. You only have to rename the d3d9.dll’s and then edit it properly into the enbpatch.ini
But I don’t know if it works with 2 alternate d3d9.dll’s
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Kira! :))) - Posts: 3496
- Joined: Fri Mar 02, 2007 1:07 pm
» Mon May 28, 2012 3:16 am
You cannot as far as I know, so just use injector and 2xMSAA if 4x is too much.
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Alexandra Ryan - Posts: 3438
- Joined: Mon Jul 31, 2006 9:01 am
» Mon May 28, 2012 1:54 am
Maybe you can have both by using the ENBSeries Patch. You only have to rename the d3d9.dll’s and then edit it properly into the enbpatch.ini
But I don’t know if it works with 2 alternate d3d9.dll’s
I prefer not to use the ENB patch (even if that would work to also have FXAA and SMAA at the same time), because I got none of the graphical problems that it intends to fix, and it just lowers my FPS, thus making SMAA pretty useless since then it would no longer be cheap in terms of performance.
You cannot as far as I know, so just use injector and 2xMSAA if 4x is too much.
That’s what I feared. Just went here and see if someone knew a workaround.
I guess I’ll use just FXAA then. MSAA, even if 2x, just gives me a big mouse lag and less FPS.
———————————
Also, just wondering: is transparency multisampling is broken in Skyrim right? The .ini setting has no effect, and as far as I know it can’t be forced through driver settings either (cause bugs).
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Killah Bee - Posts: 3484
- Joined: Sat Oct 06, 2007 12:23 pm
» Mon May 28, 2012 7:13 am
Multisample is buggy with Skyrim, so use supersample if you have the hardware to. Multisample makes NPC’s go transparent.
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Mrs Pooh - Posts: 3340
- Joined: Wed Oct 24, 2007 7:30 pm
» Sun May 27, 2012 10:40 pm
I tried supersample, but 2x of it dropped my FPS by 15. Not worth it imo…
Didn’t FO3 have transparency multisampling that worked? Did anyone remember how big the FPS hit was for that?
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Matthew Barrows - Posts: 3388
- Joined: Thu Jun 28, 2007 11:24 pm
» Mon May 28, 2012 7:21 am
It’s probably just the game. I can play Crysis with supersampling on and it gets nowhere near as laggy as Skyrim. Honestly, the game has so many tech issues it’s like a minefield.
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Laurenn Doylee - Posts: 3427
- Joined: Sun Dec 03, 2006 11:48 am
» Mon May 28, 2012 12:56 am
Nope, tried to do this myself with ENB, 4GB Skyrim Launcher, etc. and couldn’t get it to work. Since the SMAA Injector is based on the FXAA Injector they seem to internally conflict with each other, probably overwriting each other’s functions.
I suggest using Skyrim Enhanced Shaders (or straight-up ENB Series) with SMAA Injector as the ENB Series / Enhanced Shaders can give you all the same shader effects, including new ones.
Also take a look at this post I made comparing regular AA (MSAA), FXAA, and MSAA with the addition of various Nvidia-specific tweaks: http://www.gamesas.com/topic/1320263-2560×1600-high-res-comparison-of-different-aa-hd-mods-and-nvidia-tweaks/
Also has pictures with Skyrim Enhanced Shaders. Use the PNG or Bitmap version for the best quality.
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Enie van Bied - Posts: 3350
- Joined: Sun Apr 22, 2007 11:47 pm
» Mon May 28, 2012 3:48 am
Nope, tried to do this myself with ENB, 4GB Skyrim Launcher, etc. and couldn’t get it to work. Since the SMAA Injector is based on the FXAA Injector they seem to internally conflict with each other, probably overwriting each other’s functions.
I suggest using Skyrim Enhanced Shaders (or straight-up ENB Series) with SMAA Injector as the ENB Series / Enhanced Shaders can give you all the same shader effects, including new ones.
Also take a look at this post I made comparing regular AA (MSAA), FXAA, and MSAA with the addition of various Nvidia-specific tweaks: http://www.gamesas.com/topic/1320263-2560×1600-high-res-comparison-of-different-aa-hd-mods-and-nvidia-tweaks/
Also has pictures with Skyrim Enhanced Shaders. Use the PNG or Bitmap version for the best quality.
Problem is, Enhanced Shaders / ENB series gives such a big performance hit compared to FXAA. Maybe if they fix the performance hit in the future I’ll use it.
What also would be great if there was an SMAA injector mod.
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glot - Posts: 3297
- Joined: Mon Jul 17, 2006 1:41 pm
» Mon May 28, 2012 7:24 am
Problem is, Enhanced Shaders / ENB series gives such a big performance hit compared to FXAA. Maybe if they fix the performance hit in the future I’ll use it.
What also would be great if there was an SMAA injector mod.
Actually with Skyrim Enhanced Shaders it uses a different version of ENB Series that allows you to set the VendorID and DeviceID in enbpatch.ini, which takes the FPS hit down to around 2% (1 or 2) at most. The main page on Skyrim Nexus explains this.
It’s the very latest ENB Series (which SES has under Optionals) that lacks enbpatch.ini and the VendorID and DeviceID options.
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SEXY QUEEN - Posts: 3417
- Joined: Mon Aug 13, 2007 7:54 pm
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Injector cleaning | Injector cleaning | Suprotec-sar.
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May 17, 2017
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