Fast approximate anti-aliasing

Three powerlines, a jagged one followed by two smoother ones.
Comparison between (from left to right)Without anti-aliasing, 4x MSAA, and FXAA.

Fast Approximate Anti-Aliasing (FXAA) is an anti-aliasing algorithm created by Timothy Lottes under NVIDIA.[1]

Advantages

Basically the simplest and easiest thing to integrate and use.

Timothy Lottes[4]

Disadvantages

Processes

Building image with highlighted edges.
FXAA processing illustrations

The processes of FXAA are listed as follows:

Finding edges is typically a depth-aware search, so that pixels which are close in depth are not affected. This helps to reduce blurring in textures, since edges in a texture have similar depths.

Smoothing is applied as a per-pixel effect. That is, there is no explicit representation of the edges. Rather, the first step is a depth-aware edge filter, which marks pixels as belonging to edges, and the second step filters the color image values based on the degree to which a pixel is marked as an edge.

References

  1. 1.0 1.1 Lottes, Timothy (February 2009). "FXAA". NVIDIA. Retrieved 29 September 2012.
  2. Wang, James (March 19, 2012). "FXAA: Anti-Aliasing at Warp Speed". NVIDIA. Retrieved January 3, 2013.
  3. Atwood, Jeff (December 7, 2011). "Fast Approximate Anti-Aliasing (FXAA)". Coding Horror. Retrieved September 30, 2012.
  4. Lottes, Timothy (September 3, 2011). "NVIDIA FXAA". Retrieved September 30, 2012.