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Another demo
Tuesday, October 21, 2008 | Permalink

It's demo time again!

This time I've implemented deferred shading with multisampling support using a stencil mask to separate the edge pixels from the surface interior. Grab it while it's hot!

Update 2008-10-23: As per tradition, I've now updated the demo a couple of days after release because of some feedback I've received. It wasn't obvious that you needed to select a multisampled mode, so now the demo tells you about it if you happen to have a non-multisampled mode selected. Also, I've added the F5-F8 options to the F1 dialog to make it more obvious what options there are and what they do.



Enter the code below

Friday, October 24, 2008

Sorry, false alarm.

Updating my drivers to the latest version got rid of all the artefacts.

(Oh and nice demo BTW)

Friday, October 24, 2008


I reviewed my old code now. I wrote to a multisampled Position buffer for deferred shading. If the position values in the seperate samples of a pixel differed, I marked it in the stencil buffer.

Forget about that depth-stencil thing, I wrote earlier

Sunday, November 16, 2008

I really like your demos. Have you grabbed the D3D11 technical preview yet? It's mighty fun to play with.

Monday, November 17, 2008

Of course.
Haven't started coding though, but I've looked through the documentation.

Sunday, April 17, 2011

Hey, i found this website today while searching for AA that doesnt require CPU usage, i found this GPAA really amazyng!

Congratz for the accomplish! realy nice work you got there.

i got and HD 2600 Pro AGP version on my AMD A64 3200+ 754, and i can play lots of games with it but my CPU cant handle my GPU :/
soo i can play games with 60-120 fps with everything maxed out but i cant turn AA or i get 30 FPS...
i tested this GPAA and i got amazyng results without GPAA i got 98 FPS on the demo and with GPAA on i got 92 FPS.

my question is,will it be supported by hardware unnofficialy?
i realy wish i could force it on D3D games and OpenGl.

Thanks, Felipe.

Friday, July 19, 2013

Hi Humus,
I am actually looking for the best solution to add support for MSAA (I need sub-pixel information/rasterization, so any screen space approach is out of question) in my deferred shading engine.
This approach looks quite good, I am going to add it to the engine. Still, the engine is still D3D10 (.0), and many customers still have GTX 2x0 class HW (so I can't use 10.1).
Do I see it correctly: the only D3D10.1 feature you use is binding the MS depth buffer as shader resource, am I right ? Which would mean, I could simply use my own rasterized linear depth buffer instead..

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