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<!doctype html>
<html class="csstransforms csstransforms3d csstransitions" lang="en">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8" />
<meta charset="utf-8" />
<title>FXAA Sample</title>
<meta name="description" content="FXAA Sample" />
<!-- CSS files -->
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</div>
<div class="logo-header navbar-right col-sm-4 col-md-3">
<a class="navbar-brand logo" href="https://github.com/NVIDIAGameWorks/GraphicsSamples"><img src="./images/gameworks_at_github.png" alt="GameWorks at GitHub" height="21" width="226"/></a>
</div>
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</nav>
<!-- main body block -->
<div id="content" class="container">
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<div class="col-xs-12">
<ol class="breadcrumb"><br/>
<li><a href="./index.html">Home</a></li>
<li><a href="./gfx_samples_gl.htm">GameWorks OpenGL Graphics Samples</a></li>
<li class="active">FXAA Sample</li>
</ol>
<div class="page-header">
<h1>FXAA Sample</h1>
</div>
<div class="row">
<div class="subprojmetadata">
<b class="small">Category:</b>
<span class="btn btn-primary btn-xs subprojmetacat"> Performance </span>
<span class="btn btn-primary btn-xs subprojmetacat"> Visuals </span>
</div>
<div class="subprojmetadata">
<b class="small">Min PC GPU:</b>
<span class="subprojmetagpu">GeForce 4xx</span>
</div>
<div class="subprojmetadata">
<b class="small">Min Tegra Device:</b>
<span class="subprojmetagpu">Tegra 4</span>
</div>
<div class="subprojmetadata">
<b class="small">@ GitHub:</b>
<span class="subprojmetagpu"><a target="_blank" href="https://github.com/NVIDIAGameWorks/GraphicsSamples/tree/master/samples/es3-kepler/FXAA">FXAA Sample Source Code</a></span>
</div>
</div>
<div class="row">
<h3>Description</h3>
<p>This sample presents a high performance and high quality screen-space software approximation to anti-aliasing called FXAA</p>
<a data-colorbox="true" href="images/FXAA-screenshot.jpg"><img class="subprojscreen" src="images/FXAA-screenshot.jpg" width="400" alt="Screenshot" /></a>
</div>
<div class="row">
<h3>APIs Used</h3>
<ul>
<li class="odd">GL_LINES</li>
<li class="even">glLineWidth</li>
<li class="odd">glGenFramebuffers</li>
<li class="even">glFramebufferTexture2D</li>
<li class="odd">glBindFramebuffer</li>
</ul>
</div>
<div class="row">
<h3>Shared User Interface</h3>
<p>The Graphics samples all share a common app framework and certain user interface elements, centered around the "Tweakbar" panel on the left side of the screen which lets you interactively control certain variables in each sample.</p>
<p>To show and hide the Tweakbar, simply click or touch the triangular button positioned in the top-left of the view.</p>
<div class="subprojmetadata">
<p>Other controls are listed below.</p>
<table class="table table-striped small subprojcontrolstable" id="sharedcontrolstable">
<tr>
<th class="subprojcontrolsdevice">Device</th>
<th class="subprojcontrolsinput">Input</th>
<th class="subprojcontrolsresult">Result</th>
</tr>
<tr class="odd">
<td class="subprojcontrolsdevicekind">touch</td>
<td>1-Finger Drag</td> <td>Orbit-rotate the camera</td>
</tr>
<tr class="even">
<td> </td>
<td>2-Finger Drag</td> <td>Move up/down/left/right</td>
</tr>
<tr class="odd">
<td> </td>
<td>2-Finger Pinch</td> <td>Scale the view</td>
</tr>
<tr class="even">
<td class="subprojcontrolsdevicekind">mouse</td>
<td>Left-Button Drag</td> <td>Orbit-rotate the camera</td>
</tr>
<tr class="odd">
<td> </td>
<td>Right-Button Drag</td> <td>Move up/down/left/right</td>
</tr>
<tr class="even">
<td> </td>
<td>Middle-Click Drag</td> <td>Scale the view (up:out, down:in)</td>
</tr>
<tr class="odd">
<td class="subprojcontrolsdevicekind">keyboard</td>
<td>Escape</td> <td>Quit the application</td>
</tr>
<tr class="even">
<td> </td>
<td>Tab</td> <td>Toggle TweakBar visibility</td>
</tr>
<tr class="odd">
<td class="subprojcontrolsdevicekind">gamepad</td>
<td>Start</td> <td>Toggle TweakBar visibility</td>
</tr>
<tr class="even">
<td> </td>
<td>Right ThumbStick</td> <td>Orbit-rotate the camera</td>
</tr>
<tr class="odd">
<td> </td>
<td>Left ThumbStick</td> <td>Move forward/backward, Slide left/right</td>
</tr>
<tr class="even">
<td> </td>
<td>Left/Right Triggers</td> <td>Move up/down</td>
</tr>
<tr class="odd">
<td> </td>
<td>A</td> <td>Show TweakBar, Toggle Focused Item</td>
</tr>
<tr class="even">
<td> </td>
<td>B</td> <td>Close Focused UI, Hide TweakBar</td>
</tr>
<tr class="odd">
<td> </td>
<td>DPAD Up/Down</td> <td>Move Focus to Prev/Next Item</td>
</tr>
<tr class="even">
<td> </td>
<td>DPAD Left/Right</td> <td>Decrease/Increase Focused Item</td>
</tr>
</table>
</div>
</div>
<div class="row" id="subprojfulldoc">
<h3>Technical Details</h3>
<div id="detaileddoc">
<h4>Overview</h4>
<p>
FXAA is a single-pass, screen-space, anti-aliasing technique designed for producing high-quality images with low performance impact. The included code and sample use FXAA version 3.11, the latest version available as of this writing.
</p>
<div class="row text-center"><div class="col-md-2"></div>
<div class="col-md-8 text-center small">
<p></p>
<p><a data-colorbox="true" href="images/FXAA_comparison.jpg"><img src="images/FXAA_comparison.jpg" width="634" alt="Comparison"/></a></p>
<p>Figure 1: No AA vs FXAA</p>
<p></p>
</div><div class="col-md-2"></div></div>
<p>
The technique targets aliasing both on triangle edges and within shader results. It has logic to reduce single-pixel and sub-pixel aliasing, which one can see clearly in the reduction of stipple aliasing in Figure 1.
</p>
<h4>Usage</h4>
<p>
FXAA is designed to be easy to integrate into a single pixel shader and it runs as a single-pass filter on a single-sample color image. Depending on the engine, there may be a performance advantage in merging FXAA into an existing post-processing pass. For example, the following can be done in a single full screen pass: FXAA + composite bloom results + color grading + adding film noise. If the engine already has the ability to selectively apply post processing to only the regions which need a given effect — anti-aliasing — and thus FXAA, is likely not needed in areas under strong motion blur or depth of field.
</p>
<p>
Please refer to the extensively-commented <code>FXAA3_11.h</code> file included in the sample for additional tuning parameters and explanation. Also refer to the original FXAA whitepaper and presentation for additional technical details.
</p>
<h4>Benefits</h4>
<p>
FXAA reduces visible aliasing while maintaining sharpness and keeping within a practical ms/frame cost for a typical game engine. For example, on a GTX 460, FXAA costs 0.88ms/frame on 1920x1080 @ 60Hz with default presets. On a GTX 560, the time drops to 0.39ms/frame with the same scene and settings.
</p>
<p>
Further, FXAA provides not only a memory advantage over MSAA, especially on stereo and multi-display render targets or back buffers, but also a significant performance advantage for deferred rendering over using MSAA and shading multiple samples.
</p>
</div>
</div>
<div class="row" id="subprojseealso">
<h3>See Also</h3>
<ul>
<li class="odd">
<!-- tbd file static refs will need to turn into an nvidia.com relative URL... -->
<span class="subprojseeone">
<a href="https://developer.nvidia.com/sites/default/files/akamai/gamedev/files/sdk/11/FXAA_WhitePaper.pdf">
FXAA Whitepaper
</a>
</span></li>
<li class="even">
<!-- tbd file static refs will need to turn into an nvidia.com relative URL... -->
<span class="subprojseeone">
<a href="http://iryoku.com/aacourse/downloads/09-FXAA-3.11-in-15-Slides.pptx">
SIGGRAPH 2011 presentation on FXAA 3.11
</a>
</span></li>
</ul>
</div>
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