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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
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Transcript
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