(Anti-)Aliasing

clarknova's picture

Hello, I'm new here.. so HI to everyone.

I started with quartz for some months and found this beautiful forum, so i'm happy to be here. I use quartz to have some nice interactive visuals in resolume. It works pretty well but when i use geometric objects the quality of the output is really bad in resolume (aliasing). The multisample option is really nice in the viewer, but it doesn't work on other outputs (resolume). I know that there are some rendereing (QC-Crystal) plugins but there are not for live-action. I tried all the "render in image" stuff but the result is not good. I heard of some FSAA stuff, but don't know how to use it. In this forum I found old posts with the same problem,but don't found a answer.

If someode has an idea, please tell me...

And sorry sorry for my bad english ;)

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Udart's picture
Re: (Anti-)Aliasing

Well you should get in touch with Resolume and ask them to include a multisample option (like the VJ app CoGe has). Otherwise FSAA is an option - it does help a bit. As far as I recall you need to render to a billboard or a sprite in order for it to work. How do Resolume patches work? Do they have a billboard included or do they just pass on the image to redolume via an output port?

Scratchpole's picture
Re: (Anti-)Aliasing

This composition by a|x Toneburst has a Supersampling Anti Aliasing macro: http://kineme.net/Applications/Compositions/SuperformulaPseudoSpreadsNoL...

Also check that it's not your Resolume composition setting/size.

vade's picture
Re: (Anti-)Aliasing

You can also use FXAA, a morpholigical image based antialiasing, which will be much faster than Super Sampling AA, and doesnt require your GL context to have MSAA pixel format set up, and MSAA enabled.

I have a simple FXAA effect on github.com/v002/

Scratchpole's picture
Re: (Anti-)Aliasing

Hi Vade, I tried to build this plugin with xcode 3.1 and 4.6.1 in with no success. Do I have to do something other than open it and hit build?

vade's picture
Re: (Anti-)Aliasing

check out the submodule and the repo, not just the repo / download.

Scratchpole's picture
Re: (Anti-)Aliasing

Err...thanks. Sorry can you write that in English for dimwits please? What exactly do I need to do? I'm guessing I need to download and replace certain files...but I cannot work out which ones or how to get them.

Is there a reason you don't just build and distribute this as a plugin?

vade's picture
Re: (Anti-)Aliasing

Sorry, I was caught up in other things and replied quickly.

v002 Plugins all contain some base classes, so you need those too, they are in https://github.com/v002/v002-Utilities

When you 'download' out of Github, it fucks up, and does not fetch 'submodules', or in other words, other linked git repositories that the current repository depends on.

Basically, most if not all of our plugins on git need v002-Utilities, and yet, if you click download, you wont get them.

As far as building for distribution, its because im a perfectionist, and would want to package it, write up a page for it, etc. Ive been too busy to do so.

gtoledo3's picture
Re: (Anti-)Aliasing

Maybe this link will still work for a compiled version (?):

http://kineme.net/forum/Programming/v002FXAA

gtoledo3's picture
Re: (Anti-)Aliasing

Btw, fxaa is really great and has become preferable to all other methods of anti-aliasing, for me, because it handles texture aliasing like the "moire effect" where you would usually screw around with mipmapping. There's nothing wrong with using multiple passes either.

Scratchpole's picture
Re: (Anti-)Aliasing

Many thanks for the explanation and the link.

hypoetical's picture
Re: (Anti-)Aliasing

i also discovered that VDMX has 8 levels of anti-aliasing for QC files in the preferences. if you're using QC for live visual work it might be something to consider.