Tag Archives: temporal supersampling

Bilinear texture filtering – artifacts, alternatives, and frequency domain analysis

In this post we will look at one of the staples of real-time computer graphics – bilinear texture filtering. To catch your interest, I will start with focusing on something that is often referred to as “bilinear artifacts”, trapezoid/star-shaped artifact … Continue reading

Posted in Code / Graphics | Tagged , , , , , | 12 Comments

Major C#/.NET graphics framework update + volumetric fog code!

As I already promised too many times, here comes major CSharpRenderer framework update! As always, all code available on GitHub. Note that the goal is still the same – not to write most beautiful or fast code, but to provide a … Continue reading

Posted in Code / Graphics | Tagged , , , , , , , , | 18 Comments

Temporal supersampling pt. 2 – SSAO demonstration

This weekend I’ve been working on my Digital Dragons 2014 presentation (a great Polish game developers conference I was invited to – if you will be somewhere around central Europe early May be sure to check it out) and finally got … Continue reading

Posted in Code / Graphics | Tagged , , , , , , , , , , , , | 8 Comments

Temporal supersampling and antialiasing

Aliasing problem Before I address temporal supersampling, just a quick reminder on what aliasing is. Aliasing is a problem that is very well defined in signal theory. According to the general sampling theorem we need to have our signal spectrum … Continue reading

Posted in Code / Graphics | Tagged , , , , , , , , , , , , | 22 Comments