smaa | efficient GPU-based MLAA implementation
kandi X-RAY | smaa Summary
kandi X-RAY | smaa Summary
SMAA is a very efficient GPU-based MLAA implementation (DX9, DX10, DX11 and OpenGL), capable of handling subpixel features seamlessly, and featuring an improved and advanced pattern detection & handling mechanism. The technique focuses on handling each pattern in a very specific way (via look-up-tables), in order to minimize false positives in the pattern detection. Ultimately, this prevents antialiasing features that are not produced by jaggies, like texture details. Furthermore, this conservative morphological approach, together with correct subsample area estimation, allows to accurately combine MLAA with multi/supersampling techniques. Finally, the technique has been specifically designed to clone (to a reasonable extent) multisampling reference results. This code is licensed under the MIT license, with a clarification to avoid copyright notices on binary releases (see [below] #copyright-and-license)).
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QUESTION
I am implementing a professional software using JavaFX 2.0 (JDK 1.8)
and I've got some image rendering problems in my toolbar.
The ImageView on a toolbar button resizes when mouse hovers
him. It raises a problem when this image contains narrow letters :
The "little" image seems easier to read than the big one and preserves the original image's letter spacing, so my question is: is it possible to choose and custom anti-aliasing mode (FXAA
, SMAA
, etc.) for an ImageView? To add a constraint, I cannot enhance the toolbar height.
ANSWER
Answered 2019-Jul-23 at 10:10One of the Scene constructors accepts a parameter of type SceneAntialiasing which gives you 2 options:
- SceneAntialiasing.BALANCED (Enables anti-aliasing optimizing for a balance of quality and performance)
- SceneAntialiasing.DISABLED (Disables anti-aliasing)
As far as I know, those are the only 2 options you have.
QUESTION
This may be a really silly question, but nonetheless, something I can't find an answer to.
So, I am building up a Vue component and would like to access vue-spinner's component(s) inside of my component. How would I do that?
Here are snippets of the code in question:
app.js:
...ANSWER
Answered 2017-Jan-04 at 09:39You can get it by following:
QUESTION
Trying to use the transparent background with some post effect like the Unreal Bloom, SMAA and Tonemapping provided in the examples but it seems to break the transparency from my render.
...ANSWER
Answered 2018-May-23 at 12:50I found a solution and this can be sorted like this : https://github.com/mrdoob/three.js/issues/14104
QUESTION
The SMAA post-processing example is by far the best antialiasing method in my tests, but it's extremely complex and I'm worried that most-likely it's not WEBGL-1.0, so it won't run on older PCs and devices at all. Anyone knows what version is it?
And what is the actual load on GPU, is there a tool to inspect the milliseconds per frame? Relying just on dropped framerate is next to useless.
...ANSWER
Answered 2018-Apr-21 at 13:23You can use the SMAAPass
with WebGL 1. WebGL 2 is not even supported by three.js
. Looking at the respective shader code, I would say it should also compile on older hardware.
I don't have any concrete performance measurements but I can guarantee that this pass will add noticeable overhead to your application, especially on mobile devices.
three.js R92
QUESTION
I'm trying to send and receive data, but I have this error:
...ANSWER
Answered 2017-Mar-21 at 16:07public BackgroundT(FirstFragment firstFragment) {
this.ctx = ctx;
}
QUESTION
ANSWER
Answered 2017-Apr-14 at 19:42var renderPass = new THREE.RenderPass( scene, camera );
this.composer = new THREE.EffectComposer(this.renderer);
this.composer.addPass(renderPass);
// Setup depth pass
depthMaterial = new THREE.MeshDepthMaterial();
depthMaterial.depthPacking = THREE.RGBADepthPacking;
depthMaterial.blending = THREE.NoBlending;
var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat };
depthRenderTarget = new THREE.WebGLRenderTarget( window.innerWidth,
window.innerHeight, pars );
// Setup SSAO pass
ssaoPass = new THREE.ShaderPass( THREE.SSAOShader );
ssaoPass.uniforms[ "tDepth" ].value = depthRenderTarget.texture;
ssaoPass.uniforms[ 'size' ].value.set( window.innerWidth, window.innerHeight );
ssaoPass.uniforms[ 'cameraNear' ].value = this.camera.near;
ssaoPass.uniforms[ 'cameraFar' ].value = this.camera.far;
ssaoPass.uniforms[ 'onlyAO' ].value = false;
ssaoPass.uniforms[ 'aoClamp' ].value = .3;
ssaoPass.uniforms[ 'lumInfluence' ].value = 1;
ssaoPass.renderToScreen = false; // lviggiani edit
smaapass = new THREE.SMAAPass( window.innerWidth, window.innerHeight );
smaapass.renderToScreen = true;
this.composer.addPass(ssaoPass);
this.composer.addPass(smaapass);
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