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XNA 4.0 / C# port of the SMAA (Subpixel Morphological Antialiasing) reference implementation. See the original repository for more info on SMAA.

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SMAA: Subpixel Morphological Antialiasing

SMAA is a very efficient GPU-based MLAA implementation, capable of handling subpixel features seamlessly, and featuring an advanced pattern detection & handling mechanism.

Checkout the technical paper for more info!

Thanks To

Stephen Hill ‒ for its invaluable support.

Alex Fry ‒ for its priceless help with the devkit.

Naty Hoffman ‒ for helping us to touch base with the game developer community.

Jean-Francois St-Amour ‒ for providing us great images for testing.

Johan Andersson ‒ for providing the fantastic BF3 image and clearing important questions.

Andrej Dudenhenfer ‒ for creating the SMAA injector.

Dmitriy Jdone ‒ for porting the code to GLSL.

Weibo Xie ‒ for the suggested optimizations.

Alexander Reshetov ‒ for creating MLAA, and opening our mind.

Everyone on the SIGGRAPH course ‒ for the incredible inspiration.

Usage

See SMAA.h for integration info. You'll also need some precomputed textures, which can be found as C++ headers (Textures/AreaTex.h and Textures/SearchTex.h), or as regular DDS files (see Textures directory). The directories DX9 and DX10 contain integration examples for DirectX 9 and 10 respectively.

Bug Tracker

Found a bug? Please create an issue here on GitHub!

https://github.com/iryoku/smaa/issues

Authors

Jorge Jimenez http://www.iryoku.com/

Jose I. Echevarria http://cheveone.blogspot.com/

Tiago Sousa https://twitter.com/#!/CRYTEK_TIAGO

Belen Masia

Fernando Navarro

Diego Gutierrez http://giga.cps.unizar.es/~diegog/

Copyright and License

Copyright © 2011 Jorge Jimenez ([email protected])

Copyright © 2011 Belen Masia ([email protected])

Copyright © 2011 Jose I. Echevarria ([email protected])

Copyright © 2011 Fernando Navarro ([email protected])

Copyright © 2011 Diego Gutierrez ([email protected])

All rights reserved.

Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:

  1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.

  2. Redistributions in binary form must reproduce the following disclaimer in the documentation and/or other materials provided with the distribution:

    "Uses SMAA. Copyright (C) 2011 by Jorge Jimenez, Jose I. Echevarria, Belen Masia, Fernando Navarro and Diego Gutierrez."

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

The views and conclusions contained in the software and documentation are those of the authors and should not be interpreted as representing official policies, either expressed or implied, of the copyright holders.

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XNA 4.0 / C# port of the SMAA (Subpixel Morphological Antialiasing) reference implementation. See the original repository for more info on SMAA.

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