2022-10-24 11:04:36 -04:00
|
|
|
---
|
|
|
|
title: "Vulkan Deep Dive: SMAA"
|
|
|
|
date: 2022-10-05
|
|
|
|
draft: true
|
|
|
|
tags:
|
|
|
|
- Vulkan
|
|
|
|
- C++
|
|
|
|
- Deep Dive
|
|
|
|
---
|
|
|
|
|
|
|
|
In this Vulkan deep dive, we'll go over a simple but important technique - anti-aliasing. FXAA is a popular
|
|
|
|
and cheap choice for a post-processing AA solution, but SMAA is another popular option used in many games. Not only is it
|
|
|
|
cheap (but not as cheap as FXAA), it's also extremely easy to implement. It has a HLSL and GLSL version, but of course
|
|
|
|
we're just worrying about a Vulkan implementation here.
|
|
|
|
|
|
|
|
## How SMAA Works
|
|
|
|
|
2022-10-25 17:45:27 -04:00
|
|
|
Compared to FXAA, SMAA requires extra post-processing passes, let's go over all of them and their purpose.
|
2022-10-24 11:04:36 -04:00
|
|
|
|
|
|
|
## Implementation
|
|
|
|
|
|
|
|
### Getting Files
|
|
|
|
|
|
|
|
### Choosing Passes
|
|
|
|
|
|
|
|
### Setting up new Render Passes
|
|
|
|
|
|
|
|
### Testing
|
|
|
|
|
|
|
|
## Conclusion
|