I know, this is not a specific GEM problem. I would like to get the render (started with only geos) from the [gemframebuffer] anti-aliased. And I was wondering if someone has worked on a shader to get this effect and if this person would like to share his shader or to help in development ? Thanx. ++
Jack
Hi,
i don't remember seeing a Antialiasing-Shader but still this thread might be helpful: http://puredata.hurleur.com/sujet-5000-collection-glsl-effects
mrks
On 26.01.2011 00:34, Jack wrote:
I know, this is not a specific GEM problem. I would like to get the render (started with only geos) from the [gemframebuffer] anti-aliased. And I was wondering if someone has worked on a shader to get this effect and if this person would like to share his shader or to help in development ? Thanx. ++
Jack
GEM-dev mailing list GEM-dev@iem.at http://lists.puredata.info/listinfo/gem-dev
Jack
You could try a shader that does edge detection and above a certain threshold apply a simple blur. That should give some sort of AA. A more complex version could adjust the blur based on how strong the edge is.
Chris
On Tue, Jan 25, 2011 at 6:34 PM, Jack jack@rybn.org wrote:
I know, this is not a specific GEM problem. I would like to get the render (started with only geos) from the [gemframebuffer] anti-aliased. And I was wondering if someone has worked on a shader to get this effect and if this person would like to share his shader or to help in development ? Thanx. ++
Jack
GEM-dev mailing list GEM-dev@iem.at http://lists.puredata.info/listinfo/gem-dev
hello,
you can also try to render into a frambuffer with size 2n+1. rendering this texture should performe a simple AA.
c
Le 27/01/2011 14:03, chris clepper a écrit :
Jack
You could try a shader that does edge detection and above a certain threshold apply a simple blur. That should give some sort of AA. A more complex version could adjust the blur based on how strong the edge is.
Chris
On Tue, Jan 25, 2011 at 6:34 PM, Jack <jack@rybn.org mailto:jack@rybn.org> wrote:
I know, this is not a specific GEM problem. I would like to get the render (started with only geos) from the [gemframebuffer] anti-aliased. And I was wondering if someone has worked on a shader to get this effect and if this person would like to share his shader or to help in development ? Thanx. ++ Jack _______________________________________________ GEM-dev mailing list GEM-dev@iem.at <mailto:GEM-dev@iem.at> http://lists.puredata.info/listinfo/gem-dev
GEM-dev mailing list GEM-dev@iem.at http://lists.puredata.info/listinfo/gem-dev
Thanx Chris and Cyrille, i will take a look on these two possibilities. I have found this link : http://people.csail.mit.edu/ericchan/articles/prefilter/ I will try later if i can understood. ++
Jack
Le jeudi 27 janvier 2011 à 17:59 +0100, cyrille henry a écrit :
hello,
you can also try to render into a frambuffer with size 2n+1. rendering this texture should performe a simple AA.
c
Le 27/01/2011 14:03, chris clepper a écrit :
Jack
You could try a shader that does edge detection and above a certain threshold apply a simple blur. That should give some sort of AA. A more complex version could adjust the blur based on how strong the edge is.
Chris
On Tue, Jan 25, 2011 at 6:34 PM, Jack <jack@rybn.org mailto:jack@rybn.org> wrote:
I know, this is not a specific GEM problem. I would like to get the render (started with only geos) from the [gemframebuffer] anti-aliased. And I was wondering if someone has worked on a shader to get this effect and if this person would like to share his shader or to help in development ? Thanx. ++ Jack _______________________________________________ GEM-dev mailing list GEM-dev@iem.at <mailto:GEM-dev@iem.at> http://lists.puredata.info/listinfo/gem-dev
GEM-dev mailing list GEM-dev@iem.at http://lists.puredata.info/listinfo/gem-dev
GEM-dev mailing list GEM-dev@iem.at http://lists.puredata.info/listinfo/gem-dev
hello,
for AA in a FB, i also have good result rendering 4 time the same pimitive with alpha and displaced by 1/2 pixel in each direction.
Cyrille
Le 28/01/2011 01:11, Jack a écrit :
Thanx Chris and Cyrille, i will take a look on these two possibilities. I have found this link : http://people.csail.mit.edu/ericchan/articles/prefilter/ I will try later if i can understood. ++
Jack
Le jeudi 27 janvier 2011 à 17:59 +0100, cyrille henry a écrit :
hello,
you can also try to render into a frambuffer with size 2n+1. rendering this texture should performe a simple AA.
c
Le 27/01/2011 14:03, chris clepper a écrit :
Jack
You could try a shader that does edge detection and above a certain threshold apply a simple blur. That should give some sort of AA. A more complex version could adjust the blur based on how strong the edge is.
Chris
On Tue, Jan 25, 2011 at 6:34 PM, Jack<jack@rybn.orgmailto:jack@rybn.org> wrote:
I know, this is not a specific GEM problem. I would like to get the render (started with only geos) from the [gemframebuffer] anti-aliased. And I was wondering if someone has worked on a shader to get this effect and if this person would like to share his shader or to help in development ? Thanx. ++ Jack _______________________________________________ GEM-dev mailing list GEM-dev@iem.at<mailto:GEM-dev@iem.at> http://lists.puredata.info/listinfo/gem-dev
GEM-dev mailing list GEM-dev@iem.at http://lists.puredata.info/listinfo/gem-dev
GEM-dev mailing list GEM-dev@iem.at http://lists.puredata.info/listinfo/gem-dev
GEM-dev mailing list GEM-dev@iem.at http://lists.puredata.info/listinfo/gem-dev
On Fri, 28 Jan 2011, cyrille henry wrote:
for AA in a FB, i also have good result rendering 4 time the same pimitive with alpha and displaced by 1/2 pixel in each direction.
Proper AA would render 4 times the same primitive displaced by (0 0), (0 1/2), (1/2 0), and (1/2 1/2), instead, so that the 4 points form a square aligned with the pixel grid, instead of at 45°.
Also, care must be taken to ensure 25 % contribution of each layer (and not some other percentage sequence if you use a normal [alpha] with 75 % opacity in all four layers). Thus you use opacity 100 %, 50 %, 33,333 %, 25 %, from the bottom up (that's 1/n).
But in any case, it's a good idea.
_______________________________________________________________________ | Mathieu Bouchard ---- tél: +1.514.383.3801 ---- Villeray, Montréal, QC
Yep, i have read on few web pages that i can use multipass. If i understand, i need ('to chain') 4 framebuffers and 4 textures or i am wrong ? Is it too slow to do it with only one shader, one framebuffer and one texture ? ++
Jack
Le vendredi 28 janvier 2011 à 10:44 -0500, Mathieu Bouchard a écrit :
On Fri, 28 Jan 2011, cyrille henry wrote:
for AA in a FB, i also have good result rendering 4 time the same pimitive with alpha and displaced by 1/2 pixel in each direction.
Proper AA would render 4 times the same primitive displaced by (0 0), (0 1/2), (1/2 0), and (1/2 1/2), instead, so that the 4 points form a square aligned with the pixel grid, instead of at 45°.
Also, care must be taken to ensure 25 % contribution of each layer (and not some other percentage sequence if you use a normal [alpha] with 75 % opacity in all four layers). Thus you use opacity 100 %, 50 %, 33,333 %, 25 %, from the bottom up (that's 1/n).
But in any case, it's a good idea.
| Mathieu Bouchard ---- tél: +1.514.383.3801 ---- Villeray, Montréal, QC