(Tested) Fast Approximate Anti-Aliasing (FXAA) Demo (GLSL)

FXAA demo - OpenGL / GLSL, GeeXLab


Article index:

1 – FXAA overview

FXAA is a new anti-aliasing technique, developed by Timothy Lottes at NVIDIA, and based on several existing anti-aliasing techniques, including MLAA. FXAA is used in the game Battlefield 3 (see references at the end of the post):

FXAA demo - OpenGL / GLSL, GeeXLab

Few days, ago, Timothy published on his blog the source code of FXAA II, an evolution of the first FXAA algorithm. Here are the goals of FXAA:

Why FXAA?
Wanted something which handles sub-pixel aliasing better than MLAA, something which didn’t require compute, something which runs on DX9 level hardware, and something which runs in a single full-screen pixel shader pass. Basically the simplest and easiest thing to integrate and use.

FXAA is cool because it’s a post processing technique that only requires the scene buffer as input texture. Then it’s really easy to implement in your game engine. I think I will certainly add it in some my tools 😉

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11 thoughts on “(Tested) Fast Approximate Anti-Aliasing (FXAA) Demo (GLSL)”

  1. JeGX Post Author

    It’s only this demo or it’s GeeXLab that does not run under Wine? Could you test ShaderToyMark? Or simpler, just launch GeeXLab under Wine.

  2. Timothy Lottes

    FYI, the source you grabbed is only the lowest quality FXAA v2 preset designed for the consoles.

    FXAA v1 (not tested here) for PC is MUCH higher quality!!

  3. JeGX Post Author

    @Thimothy: so I can’t wait to test the FXAA v1, if you plan to release it. In any case, FXAA v2 produces very acceptable results 😉

  4. Joakim Dahl

    A bit blurry result but for the simplicity in implementation it might very well be worth it. I’ll add this to my engine as well. Thanks for posting!

  5. Licaon

    @JegX:
    ShaderToyMark ( http://pastebin.com/0jtV1my8 ) does not say anything just sits there
    GeeXLab ( http://pastebin.com/7wG3QnjZ ) as the FXAA demo it just says ‘Loading scene Fxaa_demo.xml in progress…’ while it actually crashes and hangs there until i kill it from htop, CTRL-C does not help as you can see.

    Other OpenGL apps work ok both natively and through WINE despite whatever error messages WINE spits.

    Debian Sid 64bit, WINE 1.3.17 ( from git ), nvidia GTX460 on 270.18.

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