Anti‐aliasing has recently been employed as a post‐processing step to adapt to the deferred shading technique in real‐time applications. Some of these existing algorithms store supersampling geometric information as geometric buffer (G‐buffer) to detect and alleviate sub‐pixel‐level aliasing artifacts. However, the anti‐aliasing filter based on sampled sub‐pixel geometries only may introduce unfaithful shading information to the sub‐pixel color in uniform‐geometry regions, and large G‐buffer will increase memory storage and fetch overheads. In this paper, we present a new Triangle‐based Geometry Anti‐Aliasing (TGAA) algorithm, to address these problems. The coverage triangle of each screen pixel is accessed, and then, the coverage information between the triangle and neighboring sub‐pixels is stored in a screen‐resolution bitmask, which allows the geometric information to be stored and accessed in an inexpensive manner. Using triangle‐based geometry, TGAA can exclude irrelevant neighboring shading samples and achieve faithful anti‐aliasing filtering. In addition, a morphological method of estimating the geometric edges in high‐frequency geometry is incorporated into the TGAA's anti‐aliasing filter to complement the algorithm. The implementation results demonstrate that the algorithm is efficient and scalable for generating high‐quality anti‐aliased images.
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