--- 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 Compared to FXAA, SMAA requires extra post-processing passes, let's go over all of them and their purpose. ## Implementation ### Getting Files ### Choosing Passes ### Setting up new Render Passes ### Testing ## Conclusion