It would be great to added the new SRAA technique in the future, similar to the MLAA.

Subpixel reconstruction anti-aliasing video

Quote:
Abstract

Subpixel Reconstruction Antialiasing (SRAA) combines singlepixel (1x) shading with subpixel visibility to create antialiased images without increasing the shading cost. SRAA targets deferred shading renderers, which cannot use multisample antialiasing.

SRAA operates as a post-process on a rendered image with super-resolution depth and normal buffers, so it can be incorporated into an existing renderer without modifying the shaders. In this way SRAA resembles Morphological Antialiasing (MLAA), but the new algorithm can better respect geometric boundaries and has fixed runtime independent of scene and image complexity.

SRAA benefits shading-bound applications. For example, our implementation evaluates SRAA in 1.8 ms (1280x720) to yield antialiasing quality comparable to 4-16x shading. Thus SRAA would produce a net speedup over supersampling for applications thatspend 1 ms or more on shading; for comparison, most modern games spend 5-10 ms shading. We also describe simplifications that increase performance by reducing quality.


SRAA regular input image


SRAA output (4x G-Buffer MSAA, 1x Regular input)


16x super-sampled reference



Regards, Robert

Quote
Everything should be made as simple as possible, but not one bit simpler.
by Albert Einstein

PhysX Preview of Cloth, Fluid and Soft Body

A8.47.1P