Faking anti-aliasing in CUDA output A short description how it's done

Hey,
I’ve just wrote a quick post about how to use OpenGL texture filtering to fake anti-aliasing in aliased CUDA graphic output. The final result is obviously far from true AA, but it’s simple to implement and lighting-fast. ;) Still, maybe someone will find it useful.

http://blog.wachowicz.eu/?p=110

Cheers!
r.
cuda_fake_anti_aliasing.png

Hi,

you have an error :p

int offset = 0.998;

->

float offset = 0.998;

In the same logic, I raytrace a larger image (than the viewport size), and let opengl do the filtering. I guess it offers more control on the quality (than just modifying the viewport size), even if it has a cost.

– pium

Hah, thanks for noticing. Fixed. :)

Cheers!