AntiAliasing - AA
Posted: Wed Mar 15, 2006 5:00 pm
I have done some tests with Kray AA and native Lw AA.
Kray is the fastest and lw is the slowest. What! ( i hear you say)
Yes i have also been concerned about how "slow" AA work's in kray and Grzegorz have also worked hard to improve it alot. So why is it so slow and why does i say it's fast? Mainly when we think of how AA "use" to behave we compare it to standard AA in Lw.
I have done tests there i have compared the time of pure AA between Kray and Lw. I have measured the time from when the frame is done and starts it's AA pass until it's done, both for Kray and Lw.
I have used Adaptive AA grid3 treshold 0.1 in Kray and in Lw adaptive AA classic Low (5pass) treshold 0.1. I used Montecarlo 4x12, noisereduction and one Bounce in Lw. In Kray, lightmapping, fg100/800 and 16bounces.
The testscene took me 3minutes 27 sec to finish in Kray but only 1 minute and 9 sec in Lw.
The differences between them is that lw's AA is optimized for one ray or bounce. Kray uses 2-2000 bounces.
If i raise the numbers of bounces in lw to 3, it takes the same time or longer than Kray to do the AA. If i raise the bounces to 8, it takes so long time that i couldnt wait for it to complete.
My conclusion is that Kray is relatively insensitive to the numbers of bounces used while lw is highly sensitive to the numbers of bounces. When i have compared AA in raytrace mode, Kray AA is faster than Lw AA.
Grzegorz is still not done with the AA algorithms so i guess we will see faster and better AA soon. I have hopes of that it's possible to "disconnect" the AA from the rendering completly and therefore gain big speedups but untill then i want to give some advices so you understand what slows down AA.
The more FG used the slower AA. One thing that could hog Kray totally is if there is very dense clouds of FG samples.
Try to spread the samples further apart rather than using even more FG to get rid of splotches/artifacts.
Adaptive AA can be very efficient together with "clean geometry" without textures,bumpmaps and reflections but this is rarely what most people render. For most scenes "Fullscreen grid3 AA + some undersampling like 16x16 provides a faster solution since it doesn't have to check anything, just render. FS grid3 AA works well for most things but not DOF. For Dof i recommend low value Stochastic AA instead.
Kray is the fastest and lw is the slowest. What! ( i hear you say)
Yes i have also been concerned about how "slow" AA work's in kray and Grzegorz have also worked hard to improve it alot. So why is it so slow and why does i say it's fast? Mainly when we think of how AA "use" to behave we compare it to standard AA in Lw.
I have done tests there i have compared the time of pure AA between Kray and Lw. I have measured the time from when the frame is done and starts it's AA pass until it's done, both for Kray and Lw.
I have used Adaptive AA grid3 treshold 0.1 in Kray and in Lw adaptive AA classic Low (5pass) treshold 0.1. I used Montecarlo 4x12, noisereduction and one Bounce in Lw. In Kray, lightmapping, fg100/800 and 16bounces.
The testscene took me 3minutes 27 sec to finish in Kray but only 1 minute and 9 sec in Lw.
The differences between them is that lw's AA is optimized for one ray or bounce. Kray uses 2-2000 bounces.
If i raise the numbers of bounces in lw to 3, it takes the same time or longer than Kray to do the AA. If i raise the bounces to 8, it takes so long time that i couldnt wait for it to complete.
My conclusion is that Kray is relatively insensitive to the numbers of bounces used while lw is highly sensitive to the numbers of bounces. When i have compared AA in raytrace mode, Kray AA is faster than Lw AA.
Grzegorz is still not done with the AA algorithms so i guess we will see faster and better AA soon. I have hopes of that it's possible to "disconnect" the AA from the rendering completly and therefore gain big speedups but untill then i want to give some advices so you understand what slows down AA.
The more FG used the slower AA. One thing that could hog Kray totally is if there is very dense clouds of FG samples.
Try to spread the samples further apart rather than using even more FG to get rid of splotches/artifacts.
Adaptive AA can be very efficient together with "clean geometry" without textures,bumpmaps and reflections but this is rarely what most people render. For most scenes "Fullscreen grid3 AA + some undersampling like 16x16 provides a faster solution since it doesn't have to check anything, just render. FS grid3 AA works well for most things but not DOF. For Dof i recommend low value Stochastic AA instead.