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Evaluation of Antialiasing Techniques on Mobile...
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Tiago Almeida
November 21, 2019
Programming
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Evaluation of Antialiasing Techniques on Mobile Devices
Tiago Almeida
November 21, 2019
Transcript
28 slides
Evaluation of Antialiasing Techniques on Mobile Devices Tiago Almeida, João
Madeiras and João Jorge ICGI 2019
Motivation 2 Horizon Zero Dawn
Motivation 3 Horizon Zero Dawn Source: VentureBeat
Outline • Goals • Antialiasing techniques • Methodology • Results
• Conclusions • Demo 4
Goals • Study state of the art antialiasing solutions •
Compare the techniques on a mobile device • Develop a mobile application for benchmarks 5
Goals • Which antialiasing techniques are faster? • Which one
obtains the best image quality? • What should be explored on mobile antialiasing? 6
Aliasing 7
Antialiasing techniques • Multisampling • FXAA • Morphological AA •
Temporal AA 8
Multisampling Antialiasing (MSAA) 9
Fast Approximate Antialiasing (FXAA) • Post-processing technique • Based on
the contrast among neighbors • Blend colors to prevent discontinuities 10
Morphological Antialiasing (SMAA) • Identify perceptually visible edges • Re-vectorize
edges to calculate area • Blend with neighbors according to area 11
Temporal Antialiasing 12 History Temporal pass • Use frame history
information • Camera frustum jitter • Reprojection using velocity buffer
Methodology 13
Methodology 14 150k vertices Textures 1 million vertices Crytek Sponza
Hairball
Methodology • Collect performance metrics using Snapdragon Profiler ◦ GPU
utilization, memory, temperature • Compare image results with Structural Similarity Index (SSIM) • Analyze image details produced by each technique 15
Results - Framerate 16 Crytek Sponza (FPS)
Results - Framerate 17 Hairball (FPS)
Results - GPU Memory 18 Average Memory Read per Frame
(MB)
Performance results • FXAA obtained best results • MSAA slower
on high-polygon • SMAA with temporal reprojection is the slowest 19
Results - Image Quality 20 MSAA 4x FXAA SMAA 1x
SMAA T2x TAA No AA
Results - Structural Similarity Index (SSIM) 21
Image quality results • SMAA and MSAA with best quality
• FXAA blurs the details 22
Demo 23
Conclusions • Multisampling and FXAA have better performance • SMAA
with temporal reprojection has better image quality • MSAA provides the best balance 24
Thank you Tiago Almeida
[email protected]
25
Results - GPU Shader Processing 26 Fragment Instructions per Frame
(in millions)
Results - GPU Shader Processing 27 No AA MSAA 4x
FXAA SMAA 1x SMAA T2x TAA % Shaders Busy 91.4 79.3 92.1 92.3 87.1 85.6 % Time ALU working 53.6 43.6 53.6 50.7 49.5 52.3 % Time Shading Fragments 37.4 38.7 41.0 48.8 53.2 44.8 Mean values on Crytek Sponza
Summary • Research novel antialiasing techniques • Created an Android
application to test them • SMAA obtains the best image quality • MSAA and FXAA best performance 28
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