In an interesting
Fingershack .plan update from
NVidia's Chief Scientist, David Kirk, regarding the inclusion of
anti-aliasing in the
TNT/2 drivers.
The first solution performs sophisticated scene analysis (on the entire scene
buffer), which identifies silhouette edges that require antialiasing, and that
rejects interior edges which do not require antialiasing. The antialiasing is
performed as a second pass, blending the edges after all polygons have been
rendered. Not all edges are anti-aliased, but we attempt to make a good choice
and smooth the most jagged edges without too much cost in performance.
Higher quality antialiasing can be achieved through enabling a hardware contrast
reduction post-filter. This advanced level of antialiasing is available through
a control panel setting. The second pass edge anti-aliasing is available by
default if the application requests anti-aliasing - we report this capability
in D3D.