API / geotoolkit3d / Constants / AntiAliasing
geotoolkit3d.Constants.AntiAliasing
Anti-aliasing mode
Anti-aliasing (AA) is a technique to eliminate jaggies (pixelated edges) that appear in 3D plot. Each AA technique has different visual result and consumes different resources.
Pixel scale (determined by monitor resolution) affects the AA quality. The default AA for retina and 2K (2560x1440) and above monitor is fast approximate AA (FXAA), and super-resolution AA (SRAA) for lower resolution.
Enumeration Members
• AUTO = "auto"
Default option, if set to this mode, the plot will decide of the best AA technique for the current situation, taking into account the plot view size, pixel scale, and if the device is a mobile device.
The main principle is that mobile devices and larger plot view will default to a lower performance cost AA technique.
• FXAA = "fxaa"
Fast Approximate Anti-Aliasing.
This solution is the fastest AA method (aside no AA at all).
It works by smoothing the image when sharp contrast differences are detected.
This can induce a slight blurriness in the image.
• MSAA = "msaa"
Multi-Sample Anti-Aliasing.
This solution is similar to SSAA but only targets on polygon edges.
It runs faster than the SSAA, and it is compatible with depth peeling. However, when it comes to complex scenes with a large number of triangles, there will be a drop in performance.
• OFF = "off"
Disable any form of anti aliasing.
This can be desired if the most performance is required and/or if no AA technique is deemed satisfactory.
• SRAA = "sraa"
Super-Resolution Anti-Aliasing.
This solution produce a good result for a decent performance cost.
It works by rendering the entire image at x2 scale (both horizontally and vertically) then scale down the result to fit in the desired plot view.
The benefit of this technique is it's simplicity, and compatibility with DepthPeeling rendering, which provide accurate transparency rendering.
• SSAA = "ssaa"
Super-Sampling Anti-Aliasing.
This solution perform multiple render to gather multiple sample on each pixel, each sample have a slight offset.
While this solution can produce the best result (at high sample count), it is also very costly and is not compatible with DepthPeeling rendering, forbidding accurate transparency rendering.