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10.14489/vkit.2014.08.pp.023-028

DOI: 10.14489/vkit.2014.08.pp.023-028

Рябинин К. В.
АДАПТИВНОЕ СГЛАЖИВАНИЕ ГРАНИЦ ОБЪЕКТОВ НА ИЗОБРАЖЕНИИ ДЛЯ МОБИЛЬНЫХ УСТРОЙСТВ
(с. 23-28)

Аннотация. Предложен способ сглаживания границ объектов на изображении, основанный на суперпозиции модифицированных алгоритмов суперсэмплинга и быстрого аппроксимированного антиалиасинга. Данный способ обеспечивает высокое визуальное качество результата, скорость визуализации и независимость от программно-аппаратной платформы. Программная реализация оптимизирована для работы на мобильных устройствах.

Ключевые слова: визуализация; сглаживание границ; антиалиасинг; мобильные устройства; шейдеры.

 

Ryabinin K. V.
ADAPTIVE ANTI-ALIASING ON MOBILE DEVICES
(pp. 23-28)

Abstract. Rasterization of graphical scenes is a discrete sampling process that results in sampling artifacts called aliasing. These artifacts are jagged edges of the scene objects and they make the rendered images look unnatural. To defeat jaggedness so-called anti-aliasing algorithms are used. Almost all modern graphical platforms provide programmer with built-in multisampling anti-aliasing, however this algorithm has some significant limitations: it hits the performance and sometimes causes the unwanted blur of objects. In this paper we propose the new anti-aliasing technique based on the combination of super sampling anti-aliasing and fast approximate anti-aliasing. The described technique ensures high visual quality of the image and is independent from the platform. Therefore it can be used on the mobile devices as well as on the desktop computers. The proposed technique is adaptive, because it automatically switches off the anti-aliasing while the animation is playing or while the user interacts with the scene. After the scene reaches it’s stable state, the anti-aliasing is switched on back again. The toggling of anti-aliasing costs no more than the time needed to render a single frame. Thanks to this, high performance is achieved. Also the internal parameters of the proposed technique are automatically adjusted according to the hardware limitations of the particular platform. Thanks to this multiplatform portability is achieved. The technique is adaptable, because the programmer can decide which objects should be anti-aliased and which should be rendered directly with no modifications. Thanks to this the programmer can combine objects with and without anti-aliasing on the single scene avoiding the artifacts of unwanted edges’ blurring of the objects that are aligned parallel to the screen’s bounds. The proposed technique solves all the main problems of built-in multisampling anti-aliasing on the most platforms. The code of the used algorithms was been optimized for the mobile devices.

Keywords: Visualization; Edge Smoothing; Anti-aliasing; Mobile devices; Shaders.

Рус

К. В. Рябинин (Пермский государственный национальный исследовательский университет) E-mail: Этот e-mail адрес защищен от спам-ботов, для его просмотра у Вас должен быть включен Javascript  

Eng

K. V. Ryabinin (Perm State University) E-mail: Этот e-mail адрес защищен от спам-ботов, для его просмотра у Вас должен быть включен Javascript  

Рус

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3. NChart3D. URL: http://nchart3d.com/nchart/ (дата обращения: 03.06.2014).
4. Ryabinin K., Chuprina S. Adaptive Scientific Visualization System for Desktop Computers and Mobile Devices // Procedia Computer Science. 2013. V. 18. P. 722 – 731.
5. Lizandra M. C. J. Graphic libraries for Windows Programming // Crossroads, the ACM Student Magazine (ACM). 2000. V. 6, Is. 4. P. 14 – 18.
6. Lottes T. FXAA / NVidia. 2009. URL: http:// develop-er.download.nvidia.com/assets/gamedev/files/sdk/11/ FXAA_WhitePaper.pdf (дата обращения: 03.06.2014).
7. Using NVidia FxAA in my code: Whats the licensing model? URL: http://stackoverflow.com/questions/ 12170575/using-nvidia-fxaa-in-my-code-whats-the-licensing- model (дата обращения: 03.06.2014).
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Eng

1. Multisampling Anti-Aliasing: A Closeup View. (2003). 3DCenter Translation Team. Available at: http://alt.3dcenter.org/artikel/multisampling_anti-aliasing/index_ e.php (Accessed: 03.06.2014).
2. Nulana Ltd. Available at: http://www.nulana.com (Accessed: 03.06.2014).
3. NChart3D. Available at: http://nchart3d.com/nchart/ (Accessed: 03.06.2014).
4. Ryabinin K., Chuprina S. (2013). Adaptive scientific visualization system for desktop computers and mobile de-vices. Procedia Computer Science, 18, pp. 722-731. doi: 10.1016/j.procs.2013.05.236.
5. Lizandra M. C. J. (2000). Graphic libraries for win-dows programming. Crossroads, the ACM Student Magazine (ACM), 6(4), pp. 14-18. doi: 10.1145/333424.333433.
6. Lottes T. (2009). FXAA. NVidia. Available at: http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf (Accessed: 03.06.2014).
7. Using NVidia FxAA in my code: Whats the licensing model? Available at: http://stackoverflow.com/questions/ 12170575/using-nvidia-fxaa-in-my-code-whats-the-licensing-model (Accessed: 03.06.2014).
8. FXAA Shader Source Code. Available at: http://www.geeks3d.com/20110405/fxaa-fast-approximate-anti-aliasing-demo-glsl-opengl-test-radeon-geforce/3/ (Acces-sed: 03.06.2014).

Рус

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