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Old 28th September 2012, 23:45   #1  |  Link
zippyweeda
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In Game AA And Avisynth AA

Hi,

Is it possible to get this type of anti aliasing:
(http://desmond.imageshack.us/Himg717/scaled.php?server=717&filename=42963203.png&res=landing)
via a script or something if in game AA is not turned on?
Here is the picture with no AA:
(http://desmond.imageshack.us/Himg546/scaled.php?server=546&filename=noner.png&res=landing)

Cheers.
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Old 29th September 2012, 00:13   #2  |  Link
mandarinka
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antialiasing in avisynth is different, because it can only post-process the picture, while the game can do it via super-sampling during rendering, which is better.

You could try this function: http://pastebin.com/BkuPFcJ1, it does anti-aliasing via NNEDI3rpow2, so it should handle pixelization -depending on the degree (lines close to horizontal/vertical can become problematic).
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Old 29th September 2012, 00:14   #3  |  Link
Asmodian
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No it isn't. The video game knows where the edges of objects are and does extra rendering to get multiple samples to do the AA with.

Avisynth can only do AA with the image, like the FXAA or similar "shader" AAs that recent video card drivers do. You will notice that this AA is not as high quality.

edit: mandarinka was faster

Last edited by Asmodian; 29th September 2012 at 00:17. Reason: mandarinka was faster
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Old 29th September 2012, 00:22   #4  |  Link
zippyweeda
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Oh I see, thank you for the answers.
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Old 29th September 2012, 01:40   #5  |  Link
SyntheticEmpathy
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I'm actually surprised that there aren't any Avisynth Antialisers that simulate game AA. The only thing I can think of that would do good is masktools+line thinning script. Or overenhancing + blinddehalo.
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Old 29th September 2012, 07:44   #6  |  Link
Keiyakusha
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Current AA approaches is as much as you can get from raster image antialiasing. Masktools and stuff, all of these ways to do AA is there for years. What simulation do you want? You want avisynth to reconstruct 3D objects by looking at image, then perform antialiasing, then rasterize things back?
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