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AthlonXP1800
09-20-03, 06:13 PM
I never heard of Stochastic organized grid, I cant find any information about it in great detail like white paper on internet, I wonder will this method much better than ATI and 3dfx's RGSS? :confused:

gokickrocks
09-20-03, 06:27 PM
Originally posted by AthlonXP1800
I never heard of Stochastic organized grid, I cant find any information about it in great detail like white paper on internet, I wonder will this method much better than ATI and 3dfx's RGSS? :confused:

its random jittered supersampling...takes a big performance hit, but if it runs at decent frames, im sure it will look real good

silence
09-21-03, 04:26 AM
Originally posted by gokickrocks
...takes a big performance hit....


any idea how big?

Viral
09-21-03, 05:14 AM
By the sounds of the NV40's speculated massive bandwidth, this is a wise idea... Nvidia need to gain back the IQ crown, and they need something to use that bandwidth at the same time.

nobie
09-21-03, 05:38 AM
why the big performance hit? surely the overhead to generate a random sample pattern for each frame can't be so great (unless it's a different pattern for each frame for each pixel)

demonic
09-21-03, 10:21 AM
I found a good reference for the different methods of AA: Supersampling, Adaptive Sampling, and Stochastic Sampling take a read here:

http://astronomy.swin.edu.au/~pbour...ering/aliasing/

Also check this out:

Without AA:

http://www3.sympatico.ca/tina_li/graphics/graphics/nonhier.png

With Stochastic Supersampling:

http://www3.sympatico.ca/tina_li/graphics/graphics/nonhier_jit.png

Link here : http://www3.sympatico.ca/tina_li/gr...tialiasing.html

sxotty
09-21-03, 10:43 AM
YOU KILLED it :) ah well. I will look another day when it lives again

nobie
09-21-03, 08:03 PM
try here:
http://www3.sympatico.ca/tina_li/graphics/graphics/antialiasing.html

16 samples. an interesting anomaly is the stars dissapeared completely. not sure what reason for that is.

StealthHawk
09-21-03, 10:37 PM
Originally posted by nobie
why the big performance hit? surely the overhead to generate a random sample pattern for each frame can't be so great (unless it's a different pattern for each frame for each pixel)

And the answer.

Originally posted by gokickrocks
its random jittered supersampling...takes a big performance hit, but if it runs at decent frames, im sure it will look real good

Lezmaka
09-21-03, 11:39 PM
Is there any reason why they couldn't do something similar for multisampling?

tEd
09-22-03, 06:55 AM
Originally posted by Lezmaka
Is there any reason why they couldn't do something similar for multisampling?

no , 3dlabs does have some kind of stochastic,adaptiv,intelligent multisampling AA up to 16 subsamples in their wildcatsIII series

http://www.beyond3d.com/articles/wildcatiii/index.php?page=page4.inc

it looks nice

Uttar
09-22-03, 09:38 AM
Yeah, frankly, I fail to see why it should be that much more expensive than traditional MSAA.
It costs more transistors, and is harder to implement. But beside that...

I think ( that means I'm not sure ) that 3DLabs' solution is not really "fully" stochaistic. What I mean by that is that IIRC, they use a grid which they offset a bit randomly - they don't really create a random grid.

Let me repeat I'm not sure though.


Uttar