YEBIS Optic Based Post-Processing


Post-process Anti-aliasing

YEBIS offers a new, low load Anti-aliasing technique for handling jagged edges that cannot be fully removed with the general MSAA method.

Why do jagged edges occur in CG, but not in real images?


Post-process Anti-aliasing

A readily understood element of the unnatural CG look is jagged edges (aliasing).

In real-time graphics, while there may be tens of thousands of polygons, ultimately the smallest unit of calculation is the pixel. When the rendering on a CG image is finished, areas with pixels and areas without pixels, are clearly differentiated, and thus clearly defined jagged edges occur.

The reason there are no jagged edges in a photo of an actual scene taken with a camera is that the real world has an infinite resolution. Although the number of pixels in the elements photographed can be counted, each pixel in the photograph captures multiple light rays with infinite resolution. For example, a pixel that captures precisely the border between the contour of a red car and the blue sky background does not simply capture either the red car or the blue sky, but captures the combined colors of both elements. In other words, photographing with a camera is almost the same as super-sampling from the infinite-resolution real world using the image sensor model. Therefore jagged edges do not occur.

Reducing jagged edges from CG that cannot be reduced even with the MSAA method



CG requires some technique to reduce jagged edges. The most basic technique with the greatest effect is Anti-aliasing using the super-sampling method. This method renders the scene at high resolution, super-samples that frame and reconstructs it with the desired resolution. The load with this method is too high for use in real-time game graphics, and therefore, as an alternative, multi-sampling Anti-aliasing (MSAA) is used in which only the Z-buffer resolution is at high resolution and the smallest units of the shading calculations are left at rendering resolution. This can be seen as a very simple form of super-sampling Anti-aliasing.

MSAA only reduces the jagged edges on the contours (polygon edges) analyzed by the Z-buffer. Jagged edges that occur inside the polygons of textures in transparent overlays, or jagged edges that are occur on the outline of a drawing effect accompanying some type of mask processing, are therefore not reduced.

Most games created up to this point have used only MSAA, and so the visuals created have areas with reduced jagged edges mixed with areas with non-reduced jagged edges, and the overall visual balance of the graphics is therefore not ideal.

This is where the post-process type of Anti-aliasing found in YEBIS proves very useful. It is also referred to as an image-based Anti-aliasing process.

With this type of Anti-aliasing method, the Z-buffer is not checked, but instead the actual results of the rendering are analyzed directly. In concrete terms, the luminosity and other changes in the pixels of the rendered effects are examined and image-processing Anti-aliasing is performed. As a result, the jagged edges not handled with MSAA can be properly addressed.

The processing load is also relatively light and completely unaffected by the complexity of the scenes with jagged edges. Since the load is fixed and can be estimated, this method has the additional merit of being easy to implement on next-generation systems such as PlayStation®4 and Xbox One.

Free Trial Version
Download the YEBIS Free Trial Version

The only currently downloadable platform is for Windows PC.

System Requirements

OS Windows 7 or later
Compiler Microsoft Visual Studio 2010
Compatible with DX SDK Since June 2010
Compatible hardware DirectX 10 or later

Update Notes

May 29, 2015
- “Natural Bone” : The effect parameters tweaking demo added.
read more..

Apprication Form

If you wish to acquire a trial version for PlayStation®4, PlayStation®3, PlayStation®Vita, Xbox One, Xbox 360, Android, iOS, Linux, or other embedded equipment, please submit a request above.

page top