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Intel Details Handling Anti-Aliasing On CPUs

MojoKid writes "When AMD launched their Barts GPU that powers the Radeon 6850 and 6870, they added support for a new type of anti-aliasing called Morphological AA (MLAA). However, Intel originally developed MLAA in 2009 and they have released a follow-up paper on the topic--including a discussion of how the technique could be handled by the CPU. Supersampling is much more computationally and bandwidth intensive than multisampling, but both techniques are generally too demanding of more horsepower than modern consoles or mobile devices are able to provide. Morphological Anti-aliasing, in contrast, is performed on an already-rendered image. The technique is embarrassingly parallel and, unlike traditional hardware anti-aliasing, can be effectively handled by the CPU in real time. MLAA is also equally compatible with ray tracing or rasterized graphics."

190 comments

  1. Bah, humbug, tech writers need help by djdanlib · · Score: 0

    Can amateur journalists PLEASE stop using the phrase "embarrassingly parallel" to describe software tasks? Who's embarrassed? Why are they embarrassed about designing something that can be efficiently processed?

    1. Re:Bah, humbug, tech writers need help by windwalkr · · Score: 5, Informative
    2. Re:Bah, humbug, tech writers need help by Anonymous Coward · · Score: 0, Redundant
    3. Re:Bah, humbug, tech writers need help by poena.dare · · Score: 1, Funny

      Sex. Sure, you and your SO may be so good at sex it only lasts a few seconds, but you'd never admit it in public.

      Embarrassingly Parallel Processing is the same way.

    4. Re:Bah, humbug, tech writers need help by MojoKid · · Score: 4, Informative

      I think you need to do your research before being critical... embarrassingly critical it appears.

    5. Re:Bah, humbug, tech writers need help by djdanlib · · Score: 1, Interesting

      Well whaddya know, it's in Wikipedia. That makes it officially okay, right?

      I still think it's a poorly worded phrase.

    6. Re:Bah, humbug, tech writers need help by djdanlib · · Score: 2

      Touche, sir.

    7. Re:Bah, humbug, tech writers need help by sco08y · · Score: 1

      Glad to see that amateur journalists have created an article in wikipedia whose "sources remain unclear because it lacks inline citations."

    8. Re:Bah, humbug, tech writers need help by dakameleon · · Score: 0

      This is Slashdot. Many here would be happy to admit to having an SO with whom they are having regular sex.

      --
      Man who leaps off cliff jumps to conclusion.
    9. Re:Bah, humbug, tech writers need help by PhrostyMcByte · · Score: 5, Informative

      "Embarrassingly parallel" refers to a problem made up of many isolated tasks -- such as running a fragment (pixel) shader on millions of different fragments, or a HTTP server handling thousands of clients -- that can all be run concurrently without any communication between them.

      It's odd that they use that term here, because the other anti-aliasing techniques are embarrassingly parallel as well.

      SSAA (super-sampling) always renders each pixel n times at various locations within the pixel, and blends them together.

      MSAA (multi-sampling) is basically the same as SSAA, but only works on polygon edges and is very dependant on proper mipmapping to reduce aliasing introduced when scaling textures.

    10. Re:Bah, humbug, tech writers need help by djdanlib · · Score: 1

      Thanks for writing an educational reply! Alas I cannot mod it, being the OP.

      It's still a weird phrase, though.

    11. Re:Bah, humbug, tech writers need help by sco08y · · Score: 1, Funny

      Can amateur journalists PLEASE stop using the phrase "embarrassingly parallel" to describe software tasks? Who's embarrassed? Why are they embarrassed about designing something that can be efficiently processed?

      No can do. Journalists all read each other, and when one comes up with a catchy term, they all pick up on it. This is especially true if they have no idea what they're writing about, or some editor thinks it's punchier or dramatic.

      My pet peeve is "gun-toting." No one "totes" a firearm! If it's a pistol, you holster it. If it's a rifle, you sling it or shoulder it. I guess "armed" is too simple.

    12. Re:Bah, humbug, tech writers need help by Sulphur · · Score: 2

      Can amateur journalists PLEASE stop using the phrase "embarrassingly parallel" to describe software tasks? Who's embarrassed? Why are they embarrassed about designing something that can be efficiently processed?

      But amateur journalism is embarrassingly parallel.

    13. Re:Bah, humbug, tech writers need help by Anonymous Coward · · Score: 0

      I'm not quite sure how to describe windwalkr's reply. Is it informative, or is it a burn?

    14. Re:Bah, humbug, tech writers need help by Anonymous Coward · · Score: 2, Informative

      Uhh, it's not a new term at all. I distinctly remember it from my undergrad days, and those were in the early 1980s. In fact, I think we learned of it during one of our earliest introduction-to-computer-architecture courses. It was pretty basic knowledge that everyone in the program was assumed to know of and understand.

    15. Re:Bah, humbug, tech writers need help by Kjella · · Score: 4, Funny

      This is Slashdot. Many here would be happy to admit to having an SO with whom they are having regular sex.

      So would a lot of the people with SOs...

      --
      Live today, because you never know what tomorrow brings
    16. Re:Bah, humbug, tech writers need help by Anonymous Coward · · Score: 0

      It makes it okay because the reason it is on Wikipedia is that every half-decent programmer has heard or used the term before.

    17. Re:Bah, humbug, tech writers need help by wagnerrp · · Score: 1

      I presume the implication is the fact that it is 'embarrassingly parallel' means it can be performed on the shader units of a graphics card. What I don't understand is that IF it is a problem that can be efficiently broken up across the hundreds of cores of a modern GPU, why would you want to? All you're doing is adding a huge volume of data transfer across the PCIe bus, to bog down a CPU that could be better spent running collision detection, netcode, AI routines, or any number of other tasks that cannot be handled easily on a GPU.

    18. Re:Bah, humbug, tech writers need help by Anonymous Coward · · Score: 0

      My pet peeve is "gun-toting." No one "totes" a firearm! If it's a pistol, you holster it. If it's a rifle, you sling it or shoulder it. I guess "armed" is too simple.

      Seriously? Lots of people tote firearms. Tote means to carry or to have on one's person.

    19. Re:Bah, humbug, tech writers need help by nedlohs · · Score: 4, Insightful

      It's a term of art commonly used in the field for a very long time. That you don't like it really doesn't matter at all to anyone but you.

    20. Re:Bah, humbug, tech writers need help by Anonymous Coward · · Score: 0
    21. Re:Bah, humbug, tech writers need help by rs79 · · Score: 2

      "I still think it's a poorly worded phrase."

      Yeah. Embarrassingly poorly worded.

      --
      Need Mercedes parts ?
    22. Re:Bah, humbug, tech writers need help by realityimpaired · · Score: 1

      I think you've done a good job of pointing out what's wrong with the phrase actually... those in a technical field, or those who took a moment to read the Wikipedia article (and yes, usual caveats about believing everything you read in Wikipedia, just ask Steven Colbert about elephants...), the phrase Embarrassingly Parallel has a specific meaning. A journalist or non-technical reader, however, will probably assume that it is an exclamation that doesn't actually add anything to the meaning, as though they're describing something as ridiculously easy.

      That's the main problem with tech reporting though... wording something in a way that will be understood by your reader without insulting the intelligence of the people actually in the field.

    23. Re:Bah, humbug, tech writers need help by Anonymous Coward · · Score: 0

      Glancing at the citations, it was well enough known to be in a textook from 1995. It's an old term.

    24. Re:Bah, humbug, tech writers need help by MightyMartian · · Score: 3, Funny

      Translation: Damn, I was revealed as an ignoramus. How can I swing this back in my favor?

      --
      The world's burning. Moped Jesus spotted on I50. Details at 11.
    25. Re:Bah, humbug, tech writers need help by sco08y · · Score: 1

      My pet peeve is "gun-toting." No one "totes" a firearm! If it's a pistol, you holster it. If it's a rifle, you sling it or shoulder it. I guess "armed" is too simple.

      Seriously? Lots of people tote firearms. Tote means to carry or to have on one's person.

      Depends how lazy the guy writing the dictionary is. I've never hear someone say, "tote that rifle to the ready line." You can't get a "tote concealed weapons" permit. No one talks about the "right to keep and tote arms."

      The only other expression I'm familiar with is "tote-bag." All I want to know: are we about to go shooting or shopping?

    26. Re:Bah, humbug, tech writers need help by hairyfeet · · Score: 1

      I agree and I think a much better phrase would be something like simplistically parallel or cakewalk parallel even.

      And frankly I don't care if Intel calls it Shaka Zulu parallel as the whole point of the new AMD APU arch (which is more than just a CPU+GPU because at the same time they are switching from a VLIW GPU design to a vector based which will allow tighter integration and shared caching) is that there are many jobs the GPU does better than a CPU. It isn't that a CPU can't do those jobs, hell with a fast enough CPU you could probably render Crysis on nothing but a CPU, it is just it would suck down power and crank the heat worse than a Pentium 4.

      I'm just glad Intel got caught with their bribing of OEMs (which got so bad an official from Dell said during the price wars there were quarters where the ONLY profit dell saw was Intel kickbacks) and rigging of their compilers so that no WE the customers can actually have choices in the market. walking into the local Walmart the other day i noticed more than half of the laptops and three quarters of the desktops were AMD based now.

      Hopefully this will mean AMD will gain some of the share they should have gotten but were denied during the P4, aka "space heater o' suck" era and frankly they deserve as they have really great prices ATM and we are seeing for the first time since AMD64 something completely new in the X86 arena with the AMD APU, which has some really wicked features like letting the integrated do physics while the discrete takes care of textures and by having such tight integration from the looks of it for FP the AMD chips are gonna rock.

      Intel seems to be missing the point with TFA, in that we have long since reached "good enough" when it comes to CPUs and more and more of the jobs we have, such as having fast transcoding to our mobile devices like phones and pads, HDMI HD video, gaming, video and picture editing, all these things are done better and with lower heat and power on the GPU.

      My only worry is that Intel will yet again be rewarded for their douchebaggery, in this case slowly strangling Nvidia before simply buying them out if the AMD design turns out to be the way to go. Frankly Intel should have been busted for antitrust when the bribery came out, instead of being allowed to kill the Nvidia chipset business. I figure there next move will be when using CPU alone doesn't cut it and facing the fact their GPU division stinks on ice they just buy out Nvidia which we be really sorry as Nvidia would be doing quite well right now if Intel wouldn't have cut them off at the knees.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    27. Re:Bah, humbug, tech writers need help by Twinbee · · Score: 1

      It's embarrassing because it's almost *too* efficient. The term first came about when CPU manufacturers and the industry in general were embarrassed at how much faster the GPU was for certain algorithms (i.e. the embarrassingly parallel ones). Programmers also were generally embarrassed at not using the technology sooner, and they often spent YEARS writing efficient code for the CPU, only to have a 5 minute knock-up code job on the GPU beat it when they finally experimented with the GPU.

      The definition was then further reinforced by programmers who were expected to write long convoluted code to show their managers. They were then embarrassed because the stuff was good yet very quick to write (parallel algorithms are by their nature more short and elegant), so it looked like they were being lazy.

      --
      Why OpalCalc is the best Windows calc
    28. Re:Bah, humbug, tech writers need help by Anonymous Coward · · Score: 0

      It's embarrassing when the original code was not parallelized and it would be easy to do so.

    29. Re:Bah, humbug, tech writers need help by error_logic · · Score: 1
    30. Re:Bah, humbug, tech writers need help by djdanlib · · Score: 1

      I agree and I think a much better phrase would be something like simplistically parallel or cakewalk parallel even.

      Thank you! Simplistically parallel works a lot better.

      And frankly I don't care if Intel calls it Shaka Zulu parallel

      I'd buy that. TAKE MY MONEY

      all these things are done better and with lower heat and power on the GPU

      Indeed, for most applications and users we have reached that "good enough" point, at least until someone develops more complex software. Someone else in the comments here mentioned bus overutilization as a potential future scenario. It all depends on how much you offload, I suppose.

      Regardless of the antitrust issues which we both agree are terrible... you have to give Intel some credit for producing a killer combo with the i7-2*** series and *67 chipsets.

    31. Re:Bah, humbug, tech writers need help by drinkypoo · · Score: 1

      The word is "touché", not "touche".

      Too fucking shay, senor!

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    32. Re:Bah, humbug, tech writers need help by Anonymous Coward · · Score: 0

      You're an idiot. Please stop posting here.

    33. Re:Bah, humbug, tech writers need help by Bengie · · Score: 1

      A barn (symbol b) is a unit of area. Originally used in nuclear physics for expressing the cross sectional area of nuclei and nuclear reactions, today it is used in all fields of high energy physics to express the cross sections of any scattering process. A barn is defined as 1028 m2 (100 fm2) and is approximately the cross sectional area of a uranium nucleus.

      Two related units are the outhouse (1034 m2, or 1 b) and the shed (1052 m2, or 1 yb),[3] although these are rarely used in practice.

      You'd never make it in physics either. Think you could hit the broad side of a barn? It's not as big as you'd think. "Embarrassingly parallel" is a technical term, the same way a "barn", "outhouse" or "shed" is perfectly technical. Your humor breaker needs to get reset.

    34. Re:Bah, humbug, tech writers need help by Anonymous Coward · · Score: 0

      the word for you is douché

    35. Re:Bah, humbug, tech writers need help by X0563511 · · Score: 1

      So perhaps you can explain this:

      Why would someone use such a stupid term for it, when something much more intuitive like "independently parallel" might suffice?

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
    36. Re:Bah, humbug, tech writers need help by Anonymous Coward · · Score: 0

      No can do. Journalists all read each other, and when one comes up with a catchy term, they all pick up on it.

      We've also had the term endorsed by an AC auto mechanic. Who could possibly know more about embarrassing?

      It seems he embarrassingly makes fun of claimed embarrassingly dumb customers he's embarrassingly disliked by for being embarrassingly expensive or embarrassingly slow, maybe even embarrassingly dishonest, to service a car that the owner can't because the embarrassingly patented embarrassingly proprietary but should be embarrassingly obvious internal diagnostics from the embarrassingly pricey on-board computer have been made embarrassingly inaccessible all too embarrassingly often.

    37. Re:Bah, humbug, tech writers need help by ProfessionalCookie · · Score: 1

      I think you mean sources remain "embarrassingly unclear"

    38. Re:Bah, humbug, tech writers need help by Anonymous Coward · · Score: 0

      Dear mods, the above comment is not "Funny" it's "Insightful".

    39. Re:Bah, humbug, tech writers need help by ShakaUVM · · Score: 1

      >>And frankly I don't care if Intel calls it Shaka Zulu parallel

      Well.... I'd think it was awesome.

      Hell, my Master's is even in parallel processing.

      -ShakaUVM

    40. Re:Bah, humbug, tech writers need help by MobileTatsu-NJG · · Score: 1

      Thanks to the race for the almight 'insightful' mod, we get precious little owning up to a mistake. With that understood, you'll pardon me for saying: Shut up.

      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

    41. Re:Bah, humbug, tech writers need help by beelsebob · · Score: 1

      MSAA isn't quite what you describe. Instead, several samples are taken, and which primitive they're in is tested. But, only one fragment per primitive is generate – i.e. with supersampling, if all the fragments land on the same primitive, the fragment shader is run multiple times. With multi-sampling, the fragment shader is run only once. The reason that people cite that it "only works on polygon edges" is because that's where you get pixels with more than one primitive in them. Don't be fooled though, where for example supersampling might take 16 samples and run the fragment shader on all of them, multi-sampling might take the 16 but run the fragment shader on only 2 of them.

    42. Re:Bah, humbug, tech writers need help by Anonymous Coward · · Score: 0

      "Embarrassingly parallel" is a technical term, the same way a "barn", "outhouse" or "shed" is perfectly technical. Your humor breaker needs to get reset.

      It's not a technical term, it's a poorly-defined bit of jargon.
      Since everybody loves to spam Wikipedia links all over, let's address the definition of the term based on the citations used to support the Weaki article.

      The first one doesn't even define it, it just gives an example.
      The second offers this "definition":

      A problem of size $ N$ is embarrassingly parallel if it is quite easy to achieve a computational speedup of $ N$ without any interprocess communication.

      Note the phrase quite easy to achieve.

      There is NO hard and fast rule which can be used to answer the question of "Is this an embarrassingly parallel problem?" The article and all supporting material answer this with the test "If it's easy or obvious to achieve". Yet none of them have defined the conditions which must be satisfied in order for it to be "easy" or "obvious", instead leaving that open to interpretation as a matter of opinion.

      Therefore, it is most certainly NOT a technical term, regardless of who uses it in what context or situation, or how widely it's been published.

    43. Re:Bah, humbug, tech writers need help by atari2600 · · Score: 1

      Who's embarrassed?

      *Cough* You? *Cough*

    44. Re:Bah, humbug, tech writers need help by hairyfeet · · Score: 1

      Thanks, the first time I heard the phrase I thought "Why not just call it simplistically parallel? Even the lay person would understand what you meant simply by reading it" but I'm just a humble repair guy, nobody listens to us...

      And while I'm more than happy to give Intel credit where credit is due in a way it reminds me of MSFT and OS/2. How much farther would OS/2 have come along if MSFT hadn't bribed OEMs? I think we can both agree that in 2004 and right up to the Core series AMD had the clearly better product yet you never saw a single OEM machine except for the lowest end crappy Sempron. Now we know why. If there would have been fair market competition how far would AMD be right now design wise? i think it is pretty obvious that Intel douchebaggery cost AMD their fabs.

      But while I will give Intel credit for a performance beast in the i series I would counter with how many people actually need it for the tasks they have? If you are doing major compiles, or heavy CAD work? Yes then I can see why you would need it. But since switching I've been using Windows performance counters in Windows 7 during my follow ups to see how hard my builds are being slammed. Now we aren't even talking the top AMD chips mind you, strictly MOR Athlons and Phenoms, mostly triples and quads. What did I find? That most of the time the chips were idle or running at the lowest C&Q setting simply because the work the average person has really isn't that CPU intensive.

      Even games which are traditionally CPU hogs simply don't slam the modern CPUs that hard. Hell I went to see about building new boxes for my nephews and they said "Why bother? These dual core machines you gave us work just fine uncle, no need to put yourself out. Thanks anyway" and with those PCs we are talking the lowest Pentium Ds ( I had a couple of LGA775 boards lying around) with an HD4650 for the casual gamer and an HD4830 for the hardcore FPS player!

      So I really think AMD is onto something here. I have been arguing since the first duals came out that for most folks PCs had surpassed "good enough" and were quickly getting into overkill. The one place where I've noticed a big difference in performance is with GPU tech. You run a PC with an Intel IGP for awhile and then run one with an ATI or Nvidia IGP and the difference, especially with Win 7, is like night and day. And more and more people are doing tasks that work well on GPUs like converting videos to play on their portable devices.

      So I really think this may be the start of the "next big thing" in personal computing, if only Intel doesn't find a way to derail it like they did with the bribery and like they are STILL doing with the compilers. And sorry about the length but this is something I feel strongly about, I think Intel should have at LEAST gotten nailed as bad as MSFT, who I still think should have been broken up. But at least now when my customers want a netbook to go with their desktop I can sell them a nice AMD machine instead of some bargain basement Sempron junker or even worse an Atom....shudder.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    45. Re:Bah, humbug, tech writers need help by Xemu · · Score: 0

      Sex. Sure, you and your SO may be so good at sex it only lasts a few seconds, but you'd never admit it in public.

      Embarrassingly Parallel Processing is the same way.

      You know what most people would call embarassingly parallel sex? Infidelity.

      --
      Tell your friends about xenu.net
    46. Re:Bah, humbug, tech writers need help by adisakp · · Score: 1

      I believe they mean "embarassingly parallel" to mean easy to implement a simple parallel implementation on an Intel CPU. SSAA and MSAA are both problems that require texture sampling hardware to implement quickly and there is a lot of information for MSAA that requires knowledge of the geometry (edges). Since MLAA can be done on the finished bitmap without requiring geometry information or texture sampling hardware, it is easy to parallelize on a CPU while the other techniques work much better on GPU's than CPU's.

    47. Re:Bah, humbug, tech writers need help by TheRaven64 · · Score: 1

      Depends on the audience. If I were writing a Slashdot post, then I'd expect the reader to know what embarrassingly parallel meant. If I were writing an article for a more general audience, then I'd write something like: Their algorithm is embarrassingly parallel, meaning that it can trivially be split into a large number of components that can run concurrently. Or I'd link to the wikipedia article on the subject (or, more likely, my editor would - she's very good at that sort of thing). I'd then be free to use the term for the rest of the article, and hopefully readers would know what it meant if they encountered it in the future.

      --
      I am TheRaven on Soylent News
    48. Re:Bah, humbug, tech writers need help by Anonymous Coward · · Score: 0

      It shows up perfectly fine as a small e with an acute for all of us not using IE6. Maybe you should think about upgrading sometime.

    49. Re:Bah, humbug, tech writers need help by drinkypoo · · Score: 1

      Build identifier: Mozilla/5.0 (Windows NT 5.1; rv:5.0) Gecko/20100101 Firefox/5.0

      It showed up fine, but then I copied and pasted it, and it showd like above. Too bad you're so fucking smart, though.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    50. Re:Bah, humbug, tech writers need help by zaxus · · Score: 0

      You know what most people would call embarassingly parallel sex? Infidelity.

      Not exactly. Infidelity would be serial (you sleep with your SO, then you sleep with your outside partner). Embarrassingly parallel is more like a 3-way or a circle jerk...

      Just sayin'.

      --
      /. zen: Imagine a Beowulf cluster of Beowulf clusters...
    51. Re:Bah, humbug, tech writers need help by Anonymous Coward · · Score: 0

      Well to be completely fair, it's not actually "funny" in the sense that non-autistic people would laugh at it. It's more "humor for the humorless" than anything else.

    52. Re:Bah, humbug, tech writers need help by Carewolf · · Score: 1

      as though they're describing something as ridiculously easy.

      What is ridiculous about something being easy? Do you always ridicule easy problems?

      There is no problem with "embarrassingly parallel", at least no bigger problem than with anything else in English.

    53. Re:Bah, humbug, tech writers need help by kelemvor4 · · Score: 1

      Wikipedia is the new urbandictionary.com now I guess.

    54. Re:Bah, humbug, tech writers need help by Anonymous Coward · · Score: 0

      Hint: he can't.
      The best course of action in these situations is to man up and admit the mistake.
      Or take the coward route and keep quiet hoping that everyone will forget.

      The very worst you can do is to "stick to your guns", which seems to have been the route he chose. It's great, cause it's more fun for us :-)

    55. Re:Bah, humbug, tech writers need help by djdanlib · · Score: 1

      And now, on this thread... embarrassingly controversial.

      This really better not turn into a meme.

    56. Re:Bah, humbug, tech writers need help by djdanlib · · Score: 2

      I shall swing it embarrassingly, of course.

    57. Re:Bah, humbug, tech writers need help by djdanlib · · Score: 1

      Awwww, somebody needs a hug! C'mere, you!

    58. Re:Bah, humbug, tech writers need help by Bengie · · Score: 1

      "There is NO hard and fast rule which can be used to answer the question of "Is this an embarrassingly parallel problem?""

      If a problem is "embarrassingly" parallel and you don't notice it, you should feel embarrassed.

    59. Re:Bah, humbug, tech writers need help by bingoUV · · Score: 1

      AMD APU, which has some really wicked features like letting the integrated do physics while the discrete takes care of textures and by having such tight integration from the looks of it for FP the AMD chips are gonna rock..

      While the APU idea is great, current implementations are neither here nor here :

      1. GPU portion too slow for gamers, overkill for non-gamers. Sandy Bridge integrated graphics is enough for non-gamers, gamers have to get a dedicated graphics card still.

      2. Non-gamer might still get it to be "future proof", but then CPU portion is too slow for "future proof". It is great for most tasks, but not really future proof material.

      3. APU works with a dedicated AMD graphics card, but a huge variety of 4 current graphics cards and none to come in the future are supported by APU. So not exactly ideal for an aspiring gamer hoping to upgrade later either.

      Hope next series from AMD strikes a better balance.

      --
      Bingo Dictionary - Pragmatist, n. A myopic idealist.
  2. Why not leave it on the GPU? by Tr3vin · · Score: 4, Insightful

    If it is "embarrassingly parallel", why not leave it on the GPU? Makes more sense to have it running on dozens to potentially hundreds of stream processors than a couple "free" cores on the CPU.

    1. Re:Why not leave it on the GPU? by Zaphod+The+42nd · · Score: 1

      Yeah, that is exactly what I was wondering. I suppose the idea is for systems with bad integrated graphics cards, or with mobile devices that have no dedicated graphics.

      --
      GCS/MU/P d- s:- a-- C++++$ UL++ P+ L++ E+ W++ N o K- w--- O M+ V- PS+++ PE Y+ PGP t+ 5- X R++ tv+ b++ DI++ D++ G+ e++ h-
    2. Re:Why not leave it on the GPU? by Zaphod+The+42nd · · Score: 1

      Ah, guess I should have thoroughly RTFA before commenting. I guess on consoles where MSAA is hard to have time for, this could be useful.

      --
      GCS/MU/P d- s:- a-- C++++$ UL++ P+ L++ E+ W++ N o K- w--- O M+ V- PS+++ PE Y+ PGP t+ 5- X R++ tv+ b++ DI++ D++ G+ e++ h-
    3. Re:Why not leave it on the GPU? by Anonymous Coward · · Score: 0

      because Intel doesn't make good GPUs, but does make good CPUs, so they have a hammer and made a nail to pound

    4. Re:Why not leave it on the GPU? by grumbel · · Score: 1

      why not leave it on the GPU?

      A lot of modern Playstation 3 games use that technique as it allows to do something useful with the SPUs, while the GPU is already busy enough rendering the graphics. It also helps with raytracing, as you might need less CPU power to do anti-aliasing this way, then the proper one. When the GPU of course has some free cycles left, there is no reason to not do it there.

    5. Re:Why not leave it on the GPU? by cthulhu11 · · Score: 1

      or, admit that anti-aliasing is a euphemism for blur, and rarely improves the appearance of text.

    6. Re:Why not leave it on the GPU? by bemymonkey · · Score: 1

      Can't say I agree with this. Display pixel density is far too low for that... I'll agree with you when I'm using a 1080p 10" netbook at the same physical font sizes as now.

      But for now, no way I'm turning off anti-aliasing (or cleartype or whatever) on regular 120-150dpi pixel densities...

    7. Re:Why not leave it on the GPU? by 91degrees · · Score: 1

      Well, there are parallel tasks that really don't lend themselves to the type of parallelism on GPUs. Tasks that have a lot of conditional paths and have non-predictable number of operations per thread are at least easier to implement on a CPU.

      Something like Ray-tracing, for example, you can't tell at the start how many reflections there are going to be or how many polygon hit tests there are. nVidia did make a decent stab at this but it was somewhat limited compared with a CPU version.

  3. Rain dances around Shannon by Anonymous Coward · · Score: 3, Insightful

    If your signal is aliased during sampling, you are toasted.
    No voodoo will help you if your spectrum folded on itself.
    So super-sample it or shut up.
    Everything else is a snake oil for unwashed masses.
    And yes, MPLAA still looks like crap in comparison to SS.

    1. Re:Rain dances around Shannon by cgenman · · Score: 2

      Judging by the article, MLAA is actually just a technique that looks for jagged edges, and blurs them.

      How this is better than just blurring the whole thing is beyond me. Those images look terrible.

    2. Re:Rain dances around Shannon by Anonymous Coward · · Score: 0

      Pity that SS performs like crap in comparison to MLAA, though. But I guess caring for stuff like "performance" and "efficiency" is just for the unwashed masses, huh? should've just bought a bigger phone, damn heathens.

    3. Re:Rain dances around Shannon by Anonymous Coward · · Score: 0

      Burma shave

    4. Re:Rain dances around Shannon by Have+Brain+Will+Rent · · Score: 1

      How this is better than just blurring the whole thing is beyond me.

      When you blur something you lose information so ideally you don't want to blur anything unless the result is "better" in some way. I would guess the argument here is that losing a bit of information around some edges is less disturbing to a viewer than the jaggies so it is deemed worthwhile. Normally you get rid of the jaggies by super-sampling, preferably adaptive super-sampling, but that can be computationally expensive. I suppose the idea here is that you get a result that isn't as good as a super-sampled image but is a lot cheaper to generate.

      I'm pretty sure that post-processing images to reduce the appearance of aliasing has been around for quite a long time.

      --
      The tyrant will always find a pretext for his tyranny - Aesop
    5. Re:Rain dances around Shannon by Have+Brain+Will+Rent · · Score: 1

      Toasted how? In relation to what? Is your claim just for still images or does it include image sequences as well?

      Your claim appears to be that no matter what else you might do if you under-sample then it is impossible to generate an image so that it is just as acceptable to a viewer as an image generated with higher frequency sampling. That's a pretty bold claim - especially since it involves human perception - got anything to back it up?

      --
      The tyrant will always find a pretext for his tyranny - Aesop
    6. Re:Rain dances around Shannon by cgenman · · Score: 1

      It's probably the speed of the technique that makes it attractive to game developers.

      But that having been said, the reason why Supersampling is expensive is because you measure a lot of spots per pixel, average them together, and display that as the pixel. This technique takes lots of pixels and averages them together in bigger pixels. The technique is faster, but all it is doing is dropping the effective resolution from 1080p to 540p. At that point you might as well render to a lower resolution backbuffer and let the hardware handle the scaling.

  4. Intel wants for there to be no GPU by Sycraft-fu · · Score: 2

    They want everything to run on the CPU, and thus for you to need a big beefy Intel CPU. Remember Intel doesn't have a GPU division. They make small integrated chips but they are not very powerful and don't stack up well with the low power nVidia/ATi stuff. What they make is awesome CPUs. So they really want to transition back to an all-CPU world, no GPUs.

    They've been pushing this idea slowly with various things, mostly based around ray-tracing (which GPUs aren't all that good at).

    Right now it is nothing but wishful thinking. Nobody is going to dump their GPU for CPU only rendering since even a cheap GPU and out do a powerful CPU in many respects. However maybe some day.

    While it is for selfish reasons, I don't disagree with Intel's idea over all. It would be nice to have computers where everything is done on the CPU, no special dedicated hardware. That's really the whole idea of a computer, rather than having dedicated devices to do things, you have a powerful device that can do everything in software.

    1. Re:Intel wants for there to be no GPU by Anonymous Coward · · Score: 0

      Id say thats exactly what capitalism should be, not? inventing new things and ways to be the best.

    2. Re:Intel wants for there to be no GPU by wagnerrp · · Score: 2

      GPUs haven't been special dedicated hardware for several generations. Ever since OpenGL 1.4 and Direct3D 8, they have been transitioning over to more general purpose use. They still have a dedicated raster unit, but the vast bulk of the chip is just a giant array of largely generic vector units. Those units can be put towards whatever application you want, whether it be graphics, physics, statistics, etc. It's basically a larger version of the SSE and Altivec units.

    3. Re:Intel wants for there to be no GPU by Anonymous Coward · · Score: 0

      I'm all for a big beefier CPU, I do research in Computational Intelligence, and my systems can utilise all available cores, and there is no way I'm going to create some dedicated snippets of code to offload things to the GPU. Moving to GPU makes the code more cumbersome, let portable, more difficult to understand that more difficult to fix update, expand and improve. I think Polaris and Knight's Corner CPUs are the way to go.

    4. Re:Intel wants for there to be no GPU by Anonymous Coward · · Score: 0

      There is nothing beefy about consumer CPUs. Mainstream games may be handling a lot more workload today than they were 10 years ago, but they still choke when handling more than a few hundred AI-processing NPCs (or just 40 for an engine like UE3).

    5. Re:Intel wants for there to be no GPU by shutdown+-p+now · · Score: 1

      Why is GPU not good at ray-tracing? So far as I know, they excel at tasks which exhibit massive dependency-free parallelism, and lots of number crunching with little branching. It would seem to me that this describes ray-tracing almost perfectly.

    6. Re:Intel wants for there to be no GPU by Anonymous Coward · · Score: 0

      They want everything to run on the CPU, and thus for you to need a big beefy Intel CPU. Remember Intel doesn't have a GPU division. They make small integrated chips but they are not very powerful and don't stack up well with the low power nVidia/ATi stuff. What they make is awesome CPUs. So they really want to transition back to an all-CPU world, no GPUs.

      Why? They had a graphics chip of their own called i740, and later, bought a company called Chips & Technologies. That would have given them a graphics division of its own. So why is that a problem?

    7. Re:Intel wants for there to be no GPU by bemymonkey · · Score: 1

      "They make small integrated chips but they are not very powerful and don't stack up well with the low power nVidia/ATi stuff."

      Beg to differ. My last experience with nVidia vs. Intel graphics proved otherwise. In two laptops with otherwise more or less the same hardware (Core 2 Duo P-Series processors, 4+ gigs of RAM, same chipset), the one with Intel graphics provides a much smoother video (HD and so on) experience (things like YoutubeHD or FullHD H264 in MKV), only marginally worse performance in 3D games, and MUCH MUCH MUCH better thermal performance - at full load, the nVidia GPU ran at about 103C (!!!), despite the much larger HSF-assembly on the machine. The Intel graphics in comparison, rarely hit 60C, and the power consumption of the entire system is lower by about half (idle, that is - more like 20% of the nVidia system's wattage under full load).

      It's different when you have no power or heat issues, but in laptops (which seems to be where the money is), the integrated chips were starting to offer similarly fast options with far lower power consumption and less heat... no contest for non-gamers, and very debateable for casual gaming. The move to on-die GPUs in Core iX has reduced the heat advantage (now the CPUs get *really* hot - i.e. 95C on many Core i5/i7 Sandy Bridge) when both CPU and GPU loads are high), but they're still much more power efficient. Performance is much higher than last-gen low-end dedicated graphics though...

      This was the Intel 4500MHD vs. an nVidia 9300M GS, so same generation and all. A bit outdated now, but I'm sure the situation will return to this as soon as Intel sorts out their heat issues (I'm guessing that'll take another generation or two post Sandy Bridge)...

    8. Re:Intel wants for there to be no GPU by Anonymous Coward · · Score: 1

      Ray tracing calculations are usually not quite as trivial as what e.g. rendering polygons into a z-buffer requires. With projected polygons you can just render directly without a "point membership" test -- that's not possible in ray tracing, you explicitly need to test each intersection with the polygon's plane for membership in the polygon. Also, even if you're just tracing polygons you also need recursion, which AFAIK is not easily supported in GPUs.

    9. Re:Intel wants for there to be no GPU by Anonymous Coward · · Score: 0

      when i can buy a cpu that can do RTRT i'm done with gpu

    10. Re:Intel wants for there to be no GPU by Chatterton · · Score: 1

      If by Computational Intelligence you mean Neural networks, Evolutionary Computation or Fuzzy Logic, you should look for GPU use. You can achieve at least 10x, generally 100x performance gain easily without making your code so more cumbersome or difficult to understand. Check this implementation of a neural network in C# and Cuda or some Fuzzy Logic. For portability, in the worst case where the computer can't have NVidia video cards, you still have MCUDA that will translate CUDA GPU processing into normal CPU processing.

      Don't be blind. Yes it was more complex and cumbersome some years ago, but now with CUDA, you CPU and GPU code are mixing very well without so much difficulties or complexity.

    11. Re:Intel wants for there to be no GPU by O('_')O_Bush · · Score: 1

      Well... CPUs are basically an ALU with lots of problem specific dedicated hardware. Removing the GPU doesn't solve that paradigm.

      --
      while(1) attack(People.Sandy);
  5. You sure GPU's aren't better? by guruevi · · Score: 3, Interesting

    If the system is 'embarrassingly parallel' and simple then the GPU would be a better use case. GPU's typically have a lot (200-400) cores that are optimized for embarrassingly simple calculations. Sure you could render everything on a CPU these days, simpler games could even run with an old school SVGA (simple frame buffer) card and let all the graphics be handled by the CPU as used to be the case in the 90's and is evidenced by the 'game emulators in JavaScript' we've been seeing lately but GPU's are usually fairly unused except for the ultramodern 3D shooters which also tax a CPU pretty hard.

    --
    Custom electronics and digital signage for your business: www.evcircuits.com
    1. Re:You sure GPU's aren't better? by Baloroth · · Score: 1

      Yes, GPU would be better. I mean, look at Intel's amazing GPU divis... oh wait. That's why they want AA on the CPU. Because, you know, they actually have CPUs that are pretty decent. AMD probably added support because of their whole Fusion platform.

      --
      "None can love freedom heartily, but good men; the rest love not freedom, but license." --John Milton
    2. Re:You sure GPU's aren't better? by Narishma · · Score: 1

      Even if you have a good GPU it's still useful. In your typical game the GPU is generally the bottleneck, so if you can offload some stuff to the CPU all the better. That's how it done on the PS3. It has an ok GPU and a very good CPU so a lot of graphics stuff is run on the CPU. In fact, even if it was invented by Intel, I believe it was the PS3 game developers that were the driving force behind MLAA's popularization.

      --
      Mada mada dane.
  6. Any formal training in Comp. Sci. or Comp. Eng.? by Anonymous Coward · · Score: 1, Informative

    Do you have any sort of formal (that is, university-level) training in Computer Science or Computer Engineering? Based on your comment, it really doesn't look like you have any at all.

    Like others have already pointed out, "embarrassingly parallel" is a very legitimate and correct term to use in the field of parallel computing. It may sound funny to you, but it's a term used by the experts. In fact, it's such a core concept that even most undergraduates are well aware of it and what it means.

    This is the sort of shit I see time and time again from Rails "developers" and JavaScript "programmers". Such people have no real training whatsoever, yet somehow believe themselves to be experts in the field. They go out and make blatantly ignorant and incorrect comments on various social media sites, and then wonder why actual professionals and academics think that these Ruby and JavaScript users are idiots.

  7. Blur by Baloroth · · Score: 5, Insightful

    So, it basically blurs the image around areas of high contrast? Sounds like thats whats going on. Looks like it, too. I can understand why they are targeting this at mobile and lower powered devices: it kinda looks crappy. I might even say that no antialiasing looks better, but I'd really have to see more samples, especially contrasting this with regular MSAA. I suspect, however, that normal antialiasing will always look considerably better. For instance, normal AA would not blur the edge between two high-contrast textures on a wall (I think, since it is actually aware that it is processing polygon edges), while I suspect MLAA will, since it only sees an area of high contrast. Look at the sample image they post in the article: the white snow on the black rock looks blurred in the MLAA processed picture, while it has no aliasing artifacts at all in the unprocessed image. Its pretty slight, but its definitely there. Like I say, need to see more real world renders to really tell if its a problem at all or simply a minor thing no one will ever notice. I'll stick to my 4X MSAA, TYVM.

    --
    "None can love freedom heartily, but good men; the rest love not freedom, but license." --John Milton
    1. Re:Blur by Jamu · · Score: 1

      The article does compare it to MSAA. But the MLAA just looks blurred to me. Detail shown with MSAA is lost with MLAA. It would be informative to see how MLAA compares to simple Gaussian blurring.

      --
      Who ordered that?
    2. Re:Blur by djdanlib · · Score: 5, Informative

      It's different from a Gaussian blur or median filter because it attempts to be selective about which edges it blurs, and how it blurs those edges.

      This technique really wrecks text and GUI elements, though. When I first installed my 6950, I turned it on just to see what it was like, and it really ruined the readability of my games' GUIs. So, while it may be an effective AA technique, applications may need to be rewritten to take advantage of it.

    3. Re:Blur by gr8_phk · · Score: 1

      It's different from a Gaussian blur or median filter because it attempts to be selective about which edges it blurs, and how it blurs those edges.

      Anti-Aliasing is not supposed to blur edges arbitrarily. I suppose that's why this is selective, but it just seems like a crappy thing to be doing. And while it can be done by a CPU, that's probably not practical - either the CPU is busting it's ass to do rendering and doesn't really have time to make an AA pass, or the GPU did all the rendering and may as well do this too, rather than pass all the data back to CPU.

    4. Re:Blur by djdanlib · · Score: 1

      What I saw in non-technical terms: It appeared to blur edges whose location or neighboring pixels changed from one frame to the next. Unfortunately, whenever something changed behind text and GUI elements, it went right ahead and blurred those edges as well.

    5. Re:Blur by home-electro.com · · Score: 1

      That's what it looks like. They can come up with fancy names like 'morphological AA', but the fact remains that they are simply apply blur filter, which is no replacement for proper AA. And when I say 'not a replacement' I mean NOT BY A LONG SHOT.

      Yet I think some MBA in marketing earned a pat on a shoulder for coming up with the BS term.

      It's like they are forgetting that AA is not just about blurred edges. Imaging looking at an infinite chess-board. At certain distance more than one field will appear in EVERY pixel, and, if no proper AA is done, it will look horrible. It will look just as horrible with ML'AA'.
       

    6. Re:Blur by grumbel · · Score: 1

      Some comparison screen shots, essentially it performs extremely well on clean high contrast edges, but can lead to ugly blurring when the source image contains heavily aliased areas (i.e. small sub-pixel width lines in the background). There are also some temporal issue, as some of the artifacts it causes get worse when its animated. Overall I'd say its an clear improvement, not perfect, but when you are stuck with 1280x720 on 44" TV you are happy about any anti-aliasing you can get.

    7. Re:Blur by Baloroth · · Score: 1

      This reminds me of a glitch in the original S.T.A.L.K.E.R. Shadow of Chernobyl game. If you turned on AA in game, the crosshairs would disappear. I've always suspected something like that was going on, where it would see the straight lines of the crosshair and blend it into the rest of the picture. I believe it worked right if you enabled AA from drivers outside the game, which reinforced my theory considerably.

      --
      "None can love freedom heartily, but good men; the rest love not freedom, but license." --John Milton
    8. Re:Blur by Baloroth · · Score: 1

      In those pictures it does look considerably better than no AA, thanks for pointing those out. Seems like MLAA is perfect for the PS3: it has a pretty slow and dated graphics card, but quite a lot of spare cycles on the CPU, as long as you can do it in parallel, which this can. Always amazed me how few PS3 games have AA. You're right, games without AA, especially on 720p (or *shudder* 480p) on a large TV, look absolutely shitty. One reason I love my PC: I've used AA in pretty much everything for almost 5 years now.

      --
      "None can love freedom heartily, but good men; the rest love not freedom, but license." --John Milton
    9. Re:Blur by Anonymous Coward · · Score: 0

      Agreed - morphological AA looks like absolute crap and isn't a technique they should be pushing.

      MSAA or SSAA please. Graphics are supposed to get better over time.

    10. Re:Blur by Narishma · · Score: 1

      If it blurs the text and GUI then it's poorly implemented. The AA should be applied before drawing the UI.

      --
      Mada mada dane.
    11. Re:Blur by Timmmm · · Score: 1

      It sounds a lot like Hqx ( http://en.wikipedia.org/wiki/Hqx ) applied to non-pixel art images.

    12. Re:Blur by Anonymous Coward · · Score: 0

      In general yes, it should be looking for areas of high contrast. The process should be tweakable in a number of ways to try and preserve image quality. That's what it looks like the Intel paper talks about. It tries to figure out the best strategy to average a neighborhood based on the pixels in the edge. With some work, it should be able to produce some better results based on more than just the edge shape Intel talks about (such as contrast level of a region, entropy of a region, etc). But that means more computing time which may not be a viable trade off.

    13. Re:Blur by djdanlib · · Score: 1

      Indeed! If there was a way to interrupt the rendering, perform the AA, then finish rendering the GUI / HUD elements, that would be the ideal case for this technology. Unfortunately it appears applications need to be rewritten to do that, all for one type of AA that isn't readily available on most PCs and doesn't really offer a lot of benefits.

    14. Re:Blur by UpnAtom · · Score: 1

      It's not meant to be better than 4x MSAA. It's meant to be faster.

      FXAA seems to be faster still but needs to be implemented by the game developer rather than merely the drivers.

  8. parallel by Zaphod+The+42nd · · Score: 1

    Correct me if I'm wrong, but MSAA is already embarrassingly parallel, and provides for better fidelity than this newfangled MLAA.
    Yes, its faster than MSAA, but modern GPUs are already pretty good at handling real-time MSAA.

    --
    GCS/MU/P d- s:- a-- C++++$ UL++ P+ L++ E+ W++ N o K- w--- O M+ V- PS+++ PE Y+ PGP t+ 5- X R++ tv+ b++ DI++ D++ G+ e++ h-
  9. Embarassingly parallel by The+Living+Fractal · · Score: 1

    This is a phrase I would have reserved for myself after several too many drinks... not so much for this article ;p

    --
    I do not respond to cowards. Especially anonymous ones.
  10. So, it is not anti-aliasing at all... by LanceUppercut · · Score: 5, Informative

    Anti-aliasing, by definition, must be performed in object space or, possibly, in picture space. But it cannot be possibly carried out on an already rendered image. They must be trying to market some glorified blur technique under the anti-aliasing moniker. Nothing new here...

    1. Re:So, it is not anti-aliasing at all... by Anonymous Coward · · Score: 0

      Anti-aliasing can be turned on and off on a per-texel basis, at least in OpenGL. This is particularly useful when trying to do motion blur. To me MLAA looks like crap - it's smudged the whole scene, even where it shouldn't.

    2. Re:So, it is not anti-aliasing at all... by debrain · · Score: 1

      Anti-aliasing, by definition, must be performed in object space or, possibly, in picture space. But it cannot be possibly carried out on an already rendered image.

      Sir –

      Anti-aliasing can be performed on a rendered image by performing image recognition i.e. vectorization. This is doable with edges of the geometric sort (i.e. straight lines, simple curves) and pre-existing patterns (e.g. glyphs of known fonts of given sizes). This result is probably an absurdity in terms of the performance, however "cannot be possibly carried out" is a bit too strong, in my humble opinion. It may be impractical, but certainly it's not impossible.

    3. Re:So, it is not anti-aliasing at all... by gr8_phk · · Score: 1

      Anti-aliasing, by definition, must be performed in object space or, possibly, in picture space. But it cannot be possibly carried out on an already rendered image. They must be trying to market some glorified blur technique under the anti-aliasing moniker. Nothing new here...

      There are no pixels in object space. It's an operation on pixels. But I agree with your second half - it's some new blur method that probably isn't worth it. Nothing to see here - in fact things are harder to see.

    4. Re:So, it is not anti-aliasing at all... by Anonymous Coward · · Score: 0

      By performing such image recognition you transform the domain space into a set of features (or whatever your particular recognition engine outputs). These hypothesized features will then be in feature space.

      Your parent poster was correct. Blur is on rendered images; blur can be selective. AA is in object space (traditionally, but sure, it could be in feature space if you really want).

    5. Re:So, it is not anti-aliasing at all... by hsa · · Score: 1

      I would call it Partial Gaussian Blur. Since that is effectively what they are doing. They are blurring the sharp edges of the image.

    6. Re:So, it is not anti-aliasing at all... by Anonymous Coward · · Score: 0

      Anti-aliasing, by definition, must be performed in object space or, possibly, in picture space. But it cannot be possibly carried out on an already rendered image.

      I'm a total layperson when it comes to computer graphics, but what is the difference between "picture space" and "an already rendered image"?

      They must be trying to market some glorified blur technique under the anti-aliasing moniker. Nothing new here...

      Well, nothing new other than that "glorified blur technique". And if it gives good results, what is the problem with it, anyway? No matter the technicalities, what matters is the images it produces.

    7. Re:So, it is not anti-aliasing at all... by thegarbz · · Score: 1

      And what if the object you're applying your magic filter on is smaller than the available spatial resolution? (Think guard rails on a building far away). AA accurately renders these, but if they aren't properly rendered to begin with you can't recreate them without knowing what it was supposed to look like.

    8. Re:So, it is not anti-aliasing at all... by robthebloke · · Score: 1

      There are no pixels in object space.

      A pixel in object space is a frustum. Performing anti-aliasing at this level not only can be done, but is frequently done within the VFX world. Remember that VFX shaders tend to be a single unified shader - instead of multi-stage vertex/geom/pixel - so calculations can be performed in any space you want. For a procedural-shader heavy scene, the ideal would be to get the shaders to perform the anti-aliasing for you, in object space, rather than resorting to super-sampling....

  11. Re:Any formal training in Comp. Sci. or Comp. Eng. by djdanlib · · Score: 1

    Nope, I studied photography, evangelized multiple distributions of Linux, wrote my own games, work in IT at a place where all the workloads are single-threaded, have my own home recording studio, and other such things. That's my geek cred, not CS/CE.

    I don't understand why people need to anonymously criticize an honest mistake by someone not "in the business" to the point where it's the biggest thread. I guess it's the Internet, and that's what's been happening since USENET, so I don't let it get to me. (I also used to participate in USENET, if that counts for anything anymore.)

  12. Re:Any formal training in Comp. Sci. or Comp. Eng. by Anonymous Coward · · Score: 0

    Actually the original poster is right it now that I think about it. It is the wrong term to use.

    Embarrassingly UNparallel would be a better term..

    As if it can not be done in parallel then it is embarrassing. As by definition you can only do 1 at a time. Instead of getting scale with more cpu cores.

  13. hq3x by tepples · · Score: 1

    Anti-aliasing, by definition, must be performed in object space or, possibly, in picture space. But it cannot be possibly carried out on an already rendered image.

    Ever heard of hq3x? Or the pixel art vectorizer we talked about two months ago?

    1. Re:hq3x by Anonymous Coward · · Score: 0

      Your definition of anti-aliasing is off by a long shot.

    2. Re:hq3x by Anonymous Coward · · Score: 0

      those are extrapolators, NOT ANTIALIASING. FUCKING OPPOSITE OF ANTIALIASING. shouldn't yell but I like that. the pixel art vectorizer again is totally the opposite direction, what you want with antialiasing is to use it to show more actual data of the scene - the vectorizer and eagle etc etc.. they all just make up data.

    3. Re:hq3x by Anonymous Coward · · Score: 0

      Makes fucking EXTRAORDINARY highdef renders of old NES games from an emulator on an HDTV.

  14. Bigger text by tepples · · Score: 1

    [Morphological AA postprocessing] really ruined the readability of my games' GUIs. So, while it may be an effective AA technique, applications may need to be rewritten to take advantage of it.

    Just as games and other applications supporting a "10-foot user interface" need to be rewritten with larger text so that the text is not unreadable when a game is played on a standard-definition television. The developers of Dead Rising found this out the hard way.

    1. Re:Bigger text by Anonymous Coward · · Score: 0

      They did?
      I remember text in Dead Rising was totally unreadable. But I don't think there was any backlash, was there?
      The same is true for most sports coverage in SDTV these days, especially EuroSport. They don't seem to think somebody tries to read the scores on an SD TV anymore, or at least nobody has tried it. It's basically impossible.

    2. Re:Bigger text by tepples · · Score: 1

      I remember text in Dead Rising was totally unreadable. But I don't think there was any backlash, was there?

      Wikipedia tells all.

      [Unreadably small text] is true for most sports coverage in SDTV these days, especially EuroSport.

      I was born outside Europe, so I'm only familiar with sports coverage on NBC, ABC, CBS, Fox, and ESPN. They at least try to keep the scores readable on SDTV.

    3. Re:Bigger text by VortexCortex · · Score: 1

      They don't seem to think somebody tries to read the scores on an SD TV anymore, or at least nobody has tried it. It's basically impossible.

      Car commercials have exploited this (fine print that's just word like smudges) on just about any screen thanks to digital trans-coding -- Which also tries to make the optimum "improvements" based on how humans see... (implying that we can't see the fine print normally?)

      I say screw AA; Give me higher quality render / display instead. On a high enough plank-unit-per-pixel-per resolution display and render output quantum effects will perform all the blurring you need -- well this or older eyeballs.

      Maybe I'll worry about "Jaggies" when I get my ocular implants.

  15. Re:Any formal training in Comp. Sci. or Comp. Eng. by Anonymous Coward · · Score: 0

    (FYI, I'm an auto mechanic. I don't have any comp sci background, aside from that I've learned while working with and on the systems embedded within modern vehicles.)

    While I can't speak for the GP, I can understand why he's angry when an untrained amateur like yourself starts spewing ignorance all over the place.

    We mechanics experience this phenomenon a lot, too. On a daily basis we have to deal with customers who think that they know about cars, and will speak very loudly as if they do, but while doing so they'll be wrong again and again and again. The worst are those who are so ignorant that they choose to work on their own vehicles, causing very serious damage. We call them 'tinkertards'.

    Maybe you just need to think twice before posting about something that you don't know much about. Or at least don't act like you do know about the field when you apparently don't.

  16. Re:Any formal training in Comp. Sci. or Comp. Eng. by Anonymous Coward · · Score: 0

    It is the wrong term to use

    No. "Embarrassingly parallel" is a term often used in parallel computing by academics and experts. An embarrassingly parallel problem is one that so easily lends itself to parallelism that to solve it any other way would be embarrassing.

    Embarrassingly UNparallel would be a better term..

    Not really. Just because a problem doesn't lend itself so easily to parallelism, doesn't mean that it is in any way embarrassing. There is not anything embarrassing about solving a problem serially unless the problem is embarrassingly parallel.

  17. AA always amuses me, for historical reasons... by fuzzyfuzzyfungus · · Score: 1

    While I understand AA, and why we do it; but I always experience a moment's rush of absurdity when I consider it.

    Up until quite recently, with high-speed digital interfaces nowhere near what video of any real resolution required, and high-bandwidth analog components very expensive, AA was just something that happened naturally, whether you liked it or not: your not-at-all-AAed digital frame went to the RAMDAC(which, unless you had really shelled out, could likely have been a bit lax about accuracy in exchange for speed), and was then shoved through a VGA cable of undistinguished parentage, a whole pile of analog widgetry that controlled the yokes on the CRT, and was finally smeared onto the nice, soft, phosphor blobs on your CRT. For things involving video gear, rather than computers, this went double: a trip through a composite->RF modulator pretty much eliminated the ability to even display jagged pixels, whether you wanted them or not.

    It's always a little strange to think of how much computer power we now burn so that our all-digital video signal paths don't shove the jaggies in our faces.

    1. Re:AA always amuses me, for historical reasons... by Anonymous Coward · · Score: 1

      That's blurring. AA is not the same. AA adds information to the picture, blurring removes information.

    2. Re:AA always amuses me, for historical reasons... by Osgeld · · Score: 1

      its funny years ago I went on a hunt for the sharpest flat front CRT I could find to see the "edges of pixels" and would not have it any other way for old bitmap games, but on mondern high res games on modern high res monitors if you dont have it it just sprinkles the entire screen with jaggie noise.

    3. Re:AA always amuses me, for historical reasons... by fuzzyfuzzyfungus · · Score: 1

      It is true that AA is considerably more sophisticated about where it blurs things(in an ideal world, only where jaggies would result, and such that LCD subpixels don't give you any horrible color artifacts around what should be the edges of black objects on white fields, and so forth); the end result involves blurring in order to avoid attempting to display sharp detail in places where the limitations of the system wouldn't support doing so without aliasing.

      Analog blur is different; but it also had the effect of blurring the sorts of detail that might have made aliasing unpleasant although at the cost of a certain amount of indiscriminate foreground blurring that was less desirable. In practice, viewing a given 3D scene on a mildly bandwidth constrained CRT often counted for some level of "AA" from a perceived quality perspective.

  18. FXAA is a better choice by dicobalt · · Score: 5, Interesting

    It can work on any DX9 GPU without dedicated support. http://hardocp.com/article/2011/07/18/nvidias_new_fxaa_antialiasing_technology/1

    1. Re:FXAA is a better choice by Anonymous Coward · · Score: 1

      Eurogamer did a feature on various AA techniques: http://www.eurogamer.net/articles/digital-foundry-future-of-anti-aliasing

      IMO, MSAA seems the most promising as long as they can deal with the pixel popping artifacts. It's already been used on a couple of PS3 games, and can be done by a GPU. FXAA blurs too much, a bit like Qunicunx AA, which is what you usually get on PS3 games these days,

    2. Re:FXAA is a better choice by cbope · · Score: 1

      Yeah, funny how this popped up only days after the FXAA announcement last week.

    3. Re:FXAA is a better choice by Narishma · · Score: 1

      In the early days perhaps. These days most PS3 games use MLAA or variants of it running on the CPU.

      --
      Mada mada dane.
  19. Even if it isn't technically AA by tepples · · Score: 2

    Your definition of anti-aliasing is off by a long shot.

    Both this edge blending technique and pixel art upscalers work by guessing underlying shapes based on the corners within high-contrast edges in the image. Pixel art upscalers aren't the same as hand-drawing the image at a higher pixel density, but they still produce a picture with some of the same desirable qualities. Likewise, even if this sort of edge blending isn't the same as proper anti-aliasing, it still produces a picture with some of the same desirable qualities.

  20. Re:Any formal training in Comp. Sci. or Comp. Eng. by djdanlib · · Score: 1

    I only said one thing, for which I accepted correction, but apparently the quality of discussion on Slashdot has degraded to the point of the mud-slinging on Digg and Youtube... I am mildly intrigued by one thing, though. Why do you feel the need to rip me to shreds so thoroughly? Are you trying to accomplish something? And, why are you doing it anonymously?

  21. Re:Any formal training in Comp. Sci. or Comp. Eng. by Anonymous Coward · · Score: 0

    In this kind of situation, it's a lot better to simply admit your ignorance, thank the people who pointed it out to you, and move on.

    Don't start some commentary on anonymity.

  22. I don't know... by jonahbron · · Score: 0

    I don't know, it looks very close to just blurring to me. Non-"anti-aliased" sample images are better IMHO.

  23. Re:Any formal training in Comp. Sci. or Comp. Eng. by russotto · · Score: 1

    Do you have any sort of formal (that is, university-level) training in Computer Science or Computer Engineering? Based on your comment, it really doesn't look like you have any at all.

    I have, but I didn't come upon the term "embarrassingly parallel" until much later. Possibly because I'm embarrassingly old; the first use I can find of the term is in 1989, and it doesn't seem to have become mainstream even within computer science until a few years later.

  24. Ray tracing can be very parallel, on GPUs by Thagg · · Score: 2

    Many of the commercial ray tracing packages have written GPU-based versions that work remarkably well.

    V-Ray and mental ray, in particular, have very exciting GPU implementations. A presentation by mental images showed some very high-quality global illumination calculations done on the GPU. Once you get good sampling algorithms, the challenge is dealing with memory latency. It's very slow to do random access into memory on a GPU. mental images solved that problem by running a lot of threads, as GPU's context switch very quickly. When I said "a lot of threads", I wasn't kidding -- the demo I saw was running 100,000 threads over 10 graphics cards. The huge majority of those threads are stalled waiting for memory, but it doesn't cost anything to wait for those accesses to be satisfied if you have other threads to run.

    --
    I love Mondays. On a Monday, anything is possible.
  25. FXAA by Anonymous Coward · · Score: 0

    Even better is nVidia's FXAA, which was inspired by MLAA.

  26. MLAA is also... by Anonymous Coward · · Score: 0

    MLAA is also crap, compared to "proper" antialiasing (supersampling) or even "draft" antialiasing (multisampling). Any detail smaller than 1 pixel simply isn't rendered with MLAA (and that also means no sub-pixel motion). Essentially, MLAA is just a blur filter, which actually reduces the amount of detail in the image (unlike supersampling, which increases the detail).

    Edge detect + supersampling (or edge detect + high multisampling) is by far the best solution.

    Oh, and technically blurring is antialiasing. It's just a very primitive flavor of.

  27. Embarrassingly authoritative by macraig · · Score: 1

    In Wikipedia's defense, it's at the least more authoritative than The Bible, even though the latter is [i]embarrassingly trusted[/i] by more people.

    1. Re:Embarrassingly authoritative by Anonymous Coward · · Score: 0

      Trololo

    2. Re:Embarrassingly authoritative by macraig · · Score: 1

      What's he gotta do with it? Is he embarrassingly parallel, too?

    3. Re:Embarrassingly authoritative by Lennie · · Score: 1

      Maybe just embarrassing ?

      --
      New things are always on the horizon
    4. Re:Embarrassingly authoritative by macraig · · Score: 1

      In Soviet Russia, you embarrass Trololo.

    5. Re:Embarrassingly authoritative by macraig · · Score: 1

      In Soviet Russia, Trololo is embarrassed for you.

  28. No, MLAA is aliasing! by sco08y · · Score: 2

    MLAA is also crap, compared to "proper" antialiasing (supersampling) or even "draft" antialiasing (multisampling). Any detail smaller than 1 pixel simply isn't rendered with MLAA (and that also means no sub-pixel motion). Essentially, MLAA is just a blur filter, which actually reduces the amount of detail in the image (unlike supersampling, which increases the detail).

    Edge detect + supersampling (or edge detect + high multisampling) is by far the best solution.

    Oh, and technically blurring is antialiasing. It's just a very primitive flavor of.

    Aliasing is when signals become indistinguishable. The common symptom of jaggies occurs when of the ray that is chosen to sample hides the signal of the nearby rays.

    But blurring is aliasing! In physical blurring signals from in focus rays are overwhelmed by signals from out of focus rays. Similarly, with a blur filter you're definitely losing data by blurring it with neighboring signals.

    And you're right: this technology is nothing but an elaborate blur filter. So this looks like anti-aliasing because it masks one well known symptom, but it's clearly obscuring signal and thus aliasing.

  29. only one problem... by Anonymous Coward · · Score: 0

    it looks like shit.

  30. decent phones don't need AA by bored · · Score: 3, Interesting

    AA is a crutch to get around a lack of DPI. Take the iphone 4 at 326 DPI, it is 3 to 4x the DPI of the average craptasic "HD" computer monitor. I have a laptop with a 15" 1920x1200 screen. At that DPI Seeing the "jaggies" is pretty difficult compared with the same resolution on my 24". On the 15" can turn AA on/off and its pretty difficult to discern the difference. That monitor is only ~150DPI. I challenge you to see the affects of anti-aliasing on a screen with a DPI equivalent to the iphone 4.

    The playstation/xbox on the other-hand are often used on TV's with DPI's approaching 30. If you get within a couple feet of those things the current generation of game machines look like total crap. Of course the game machines have AC power, so there really isn't an excuse. I've often wondered why sony/MS haven't added AA to one of the respun versions of their consoles.

    1. Re:decent phones don't need AA by isaac · · Score: 1, Interesting

      I challenge you to see the affects of anti-aliasing on a screen with a DPI equivalent to the iphone 4.

      The eye is pretty good at picking out jaggies, especially in tough cases (high contrast, thin line, shallow slope against the pixel grid,) and where the screen is viewed from close range (my eye is closer to my phone's screen than my desktop monitor.)

      Now, I don't think antialiasing makes a huge deal to game mechanics - but it is nice to have in high-contrast information situations (e.g. google maps) regardless of the pixel pitch of the underlying display.

      --
      I am not a lawyer, and this is not legal advice. For Entertainment Purposes Only.
    2. Re:decent phones don't need AA by bored · · Score: 1

      The eye is pretty good at picking out jaggies, especially in tough cases (high contrast, thin line, shallow slope against the pixel grid,)

      In my case, on the higher res displays, its not the line stepping that is the problem so much as "crawling". In other words, the position of the step is moving around in an otherwise static display. That said, I would take a 2x DPI increase in any application. Of course i'm the guy fighting to turn off clear type cause I can't stand the color bleeding.

    3. Re:decent phones don't need AA by thegarbz · · Score: 3, Informative

      Seeing jaggies is not the only purpose of AA. The idea is also to be able to render objects that are smaller than the spatial resolution of the view. Think a long distance away you're looking at a guywire of a comms tower. You may see a row of appearing / disappearing pixels as on average the wire is rendered as smaller than a pixel width. AA takes care of this, which is far more annoying than simply a resolution issue of sharp edges on objects.

      This glorified blurring algorithm however doesn't fix this.

    4. Re:decent phones don't need AA by SirJorgelOfBorgel · · Score: 1

      Fair point, though you miss the sub-pixel object rendering as somebody else already commented.

      But even aside from that, while we are on the phone subject:

      If you look at for example the Samsung Galaxy S2 (arguably the mobile performance king - at least until the new iPhone is out ?) does MSAA 4x without any performance hit and 16x with a very small one. I do believe we will see many mobile devices with the same GPU or its successor in future phones. Granted, it's DPI is only around ~230, not ~330 like the iPhone, so AA is a tad bit more important, but if you combine your post with mine, you wonder why the summary even mentions mobile at all.

    5. Re:decent phones don't need AA by Anonymous Coward · · Score: 0

      Reality looks pretty crap close up too.
      Take a close look at a beautiful girls' smooth skin and see it has gross tiny scales and hairs.

    6. Re:decent phones don't need AA by Ramble · · Score: 1

      But it might be a better crutch - AA only takes a small amount of CPU time compared to rendering 4x the area. Also MS does have 4x AA in the Xbox 360.

      --
      "Oh boy"
    7. Re:decent phones don't need AA by bored · · Score: 2

      The idea is also to be able to render objects that are smaller than the spatial resolution of the view. Think a long distance away you're looking at a guywire of a comms tower.

      Yes your right, but as I suggested its a hack to get around lack of resolution. Forcing a fudge factor (a bunch of large grey pixels) in may not always be the best response. Plus, its limited by the oversampling ratio. What i'm arguing is that a display of 2x the DPI will look better than a 2x over-sample. Eventually increasing either the over-sample or the DPI will be insufficient to portray more information. I might even be willing to argue that a 4x over-sample is less helpful than a 2x resolution increase.

      To your point about guy-wires, from my office window I can see a ham radio (I assume) antenna in the local neighborhood about a block away. I can't see the guy-wires even though I know they are there. Same thing for the big FM antennas about 4 miles away on the ridge.

    8. Re:decent phones don't need AA by julesh · · Score: 2

      AA is a crutch to get around a lack of DPI

      No, even with higher DPI than the eye can resolve, you still need AA sometimes, as aliasing can present other problems than the jagged lines you're familiar with (e.g. moiré patterns).

    9. Re:decent phones don't need AA by julesh · · Score: 1

      What i'm arguing is that a display of 2x the DPI will look better than a 2x over-sample.

      Well, sure, but there are better methods of antialiasing than supersampling. True antialiasing examines the geometry of the objects behind the pixels, rather than just examining more pixels.

    10. Re:decent phones don't need AA by Anonymous Coward · · Score: 0

      Fuck the iphone you nooby ass bitch

    11. Re:decent phones don't need AA by acid_andy · · Score: 1

      AA is a crutch to get around a lack of DPI

      No, even with higher DPI than the eye can resolve, you still need AA sometimes, as aliasing can present other problems than the jagged lines you're familiar with (e.g. moiré patterns).

      True, although even the eye itself can exhibit moiré patterns when looking at certain objects.

      --
      Your ad here.
    12. Re:decent phones don't need AA by Anonymous Coward · · Score: 0

      Rage harder nooby ass iphone kid. Go suck off Steve Jobs somewhere else

    13. Re:decent phones don't need AA by thegarbz · · Score: 1

      Yes on the guy wires, but the critical part is when they do start being within the realm of resolvable by your vision they don't come through as a single row of partially missing pixels, rather they appear to fade into view. This is kind of what SS does in this example (look specifically at the TV antenna on the building on the left.

      I do agree though the ultimate solution is simply to scale the DPI to incredible levels which is what should happen on mobile devices (we have the technology a certain company has proven that already). Proper AA however comes in very nicely in the desktop market where I could neither a) buy a 27" screen from NEC with a resolution greater than 1920x1200, nor b) afford a screen with a greater resolution. This fake AA is just garbage in between, and possibly provides a reason to not innovate in higher resolutions.

  31. This is NOT antialiasing by spitzak · · Score: 1

    This is image reconstruction, where additional information (not necessarily correct) is derived from a limited image.

    Close equivalents are the "font smoothing" done by the earliest versions of Macintosh for printing their bitmap graphics on a PostScript printer to draw 72 dpi 1-bit images at 300 dpi. Also I believe Microsoft's earliest subpixel font rendering, smoothtype, was done this way (not cleartype or any other modern font rendering).

    Much more complicated examples are algorithms for scaling up images, including ones for converting video to HDTV or even IMAX resolution. These create images that replace the pixels, based on analysis of sometimes very large areas around the pixel. And by far the most complicated example are the programs that recover shapes from very low-resolution bitmaps, such as the Microsoft one posted earlier on slashdot.

  32. Re:Any formal training in Comp. Sci. or Comp. Eng. by X0563511 · · Score: 2

    Lets be fair, "embarrassingly parallel" is an embarrassingly stupid phrase. It takes a word out of it's normal context.

    You'd think they would chose something less silly sounding and less prone to confusing those who encounter it for the first time. Say, "independently parallel" - seems to sum it up nicely while not confusing the hell out of those unfamiliar with the jargon.

    --
    For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
  33. And the best part is... it looks like crap! by SoopahMan · · Score: 1

    MSAA looks awful - and Intel's CEO famously knocked antialiasing as being a stupid blurring technique not long ago. So, he goes with the only form of AA that literally adds no value. Cutting off their nose to spite their face?

  34. Re:Any formal training in Comp. Sci. or Comp. Eng. by Anonymous Coward · · Score: 0

    But he did already admit to being wrong. And since he is now aware of the validity of the term, he is by definition no longer "ignorant". So your use of that word indicates your point is simply to be a dick about it, as opposed to discussing the use of the term and whether it makes sense.

    Don't start some commentary on anonymity

    You're a Troll, and you don't want to ruin your karma with your registered login. We get it.

  35. Re:Any formal training in Comp. Sci. or Comp. Eng. by Draek · · Score: 1

    Kinda hard to take you seriously, though, when you seem to confuse Ruby on Rails with the Ruby language it's built upon. Or just ignorantly generalize from one to the other.

    Then again, as someone with formal training in Software Engineering, I hold a much lower opinion on Anonymous Cowards of all kinds than I do of people proficient in Ruby, Rails or Javascript ;)

    --
    No problem is insoluble in all conceivable circumstances.
  36. Comparable? by mmcuh · · Score: 1

    How is anti-aliasing performed on the rendered image comparable to supersampling? When you supersample, you produce more pixel data which you then use to produce a reduced resolution image. When you post-process you don't get more pixel data, you just filter what you already have. Wouldn't supersampling always give better results for the same final resolution?

    1. Re:Comparable? by bennettp · · Score: 1

      Yes, supersampling will always look better than filtering. The biggest advantage of MLAA is with the low-end graphics hardware such as mobile phones, netbook, integrated GPUs; anything without enough grunt to perform "proper" AA. Or in situations where the processing power is better used elsewhere, MLAA might be used to free up resources for other tasks.

      Obviously, the image quality is going to be worse than multisampling or supersampling, but much better than no AA at all.

  37. Too bad... by Anonymous Coward · · Score: 0

    ...it looks like shit.

  38. distance field alpha testing by dwater · · Score: 1

    I am reminded of this :

    "Text Rendering in the QML Scene Graph"

    http://labs.qt.nokia.com/2011/07/15/text-rendering-in-the-qml-scene-graph/

    "Some time ago, Gunnar presented to you what the new QML Scene Graph is all about. As mentioned in that article, one of the new features is a new technique for text rendering based on distance field alpha testing. This technique allows us to leverage all the power of OpenGL and have text like we never had before in Qt: scalable, sub-pixel positioned and sub-pixel antialiased and at almost no cost."

    --
    Max.
  39. Like hqx, but with greyscale by Ed+Avis · · Score: 1

    This isn't really anti-aliasing but more like the 'font smoothing' included with early Windows 95, which took the existing low-res image and smudged it a bit. It's debatable whether this technique makes the image more lifelike or text easier to read, but it is a good way to fake up a 'quality' look: at a first glance the smoothed display looks very similar to the high-quality anti-aliased image. Certainly for big, cartoonish images without sub-pixel-level detail the two produce similar results. Perhaps the best comparison is the hqx series of image scaling algorithms which scale by a factor of 2 or 3 or 4 by guessing the intermediate pixels. You could see this technique as roughly equivalent to scaling up with h2x and then scaling back down again. For a few dollars worth of custom hardware, your monitor could have a switch to turn on this smoothing effect for the whole display.

    --
    -- Ed Avis ed@membled.com
  40. Making up data by tepples · · Score: 1

    what you want with antialiasing is to use it to show more actual data of the scene - the vectorizer and eagle etc etc.. they all just make up data.

    This edge-blending technique also makes up data, and it makes up the blending amounts in almost the exact same way that the extrapolators make it up. MLAA just presents the made-up data in a way that looks like AA.

  41. Re:Any formal training in Comp. Sci. or Comp. Eng. by raynet · · Score: 1

    How about "superbly parallel" task?

    --
    - Raynet --> .
  42. Do you laugh or cry at the JPG image? by Anonymous Coward · · Score: 0

    I mean, seriously... An article about a new AA technique and two screenshots for comparisons encoded as... JPG :(

    Oh rly?

  43. Re:Any formal training in Comp. Sci. or Comp. Eng. by maxwell+demon · · Score: 1

    I don't understand why people need to anonymously criticize an honest mistake by someone not "in the business" to the point where it's the biggest thread.

    The problem is that you didn't just make a mistake, but you criticised others for using the correct term. Nobody likes to be criticised, and especially not for wrong reasons.

    --
    The Tao of math: The numbers you can count are not the real numbers.
  44. Re:Any formal training in Comp. Sci. or Comp. Eng. by Anonymous Coward · · Score: 0

    I only said one thing, for which I accepted correction

    No, you didn't. Here's your reply, which you seem to have conveniently forgotten:

    Well whaddya know, it's in Wikipedia. That makes it officially okay, right?

    That's not accepting correction, that's a poor attempt at still coming out on top.

    There's nothing wrong with making a mistake and admitting it. Nobody will pile up on you, even on Slashdot (I've seen it happen time and time again).

    But you were arrogant about something completely outside of your field (in a site full of people from that field, no less), and then couldn't admit to it.
    And you continue by accusing others instead of admitting that you were wrong.

  45. CPU Onloaded MLAA Source Code, White Paper, etc by kingjosh · · Score: 1

    More data, white paper, video, source code, etc. located here: http://software.intel.com/en-us/articles/mlaa/

  46. _This_ is anti-aliasing now? by Sloppy · · Score: 1

    How can anyone look at this and call it anti-aliasing?

    The point of anti-aliasing isn't to just remove contrast at edges, even if that's what it often does. It's to give more information to the viewer about where that edge really is. And to do that, you've got to add samples. The information that you're trying to send, needs to exist.

    What we have here, instead, is a clever algorithm that tries to approximate the blurred-edge "look" of anti-aliasing without really containing the information; the information that it implies to the viewer is fake. WTF is the point of that? My own brain can look at a jaggy line and fake things and deceive my own perceptions, way better than your damn computer. And let's remember brains are the target, here.

    This is just blurring. If you want to call it some kind of cool fancy blur, go ahead. But please don't call it anti-aliasing.

    --
    As copyright owner of this comment, I authorize everyone to defeat any technological measure which limits access to it.
  47. Re:Any formal training in Comp. Sci. or Comp. Eng. by aquila.solo · · Score: 1

    Can I get a vote in for "Cromulently Parallel?"

  48. Dear Slashdot by djdanlib · · Score: 1

    Okay everyone, my communication skills haven't been up to par, so I took extra care in writing this message. Most of you have moved on by now, but in case you haven't, please continue...

    Today I learned about a term. I have been corrected. This is a valid and legitimate term. I had been unaware of its validity, but had seen it used in several articles in such a way that it appeared to be marketing fluff to show how a processor can perform a task quickly. Apparently, it is more than that, and some of you were insulted by the multiple layers of slight in my postings. I apologize for upsetting those of you who are experts in related fields by not recognizing your terminology, which apparently has a long and storied history into the 1980s. I also apologize for arguing with those of you who didn't read my mind and understand exactly what I was trying to convey. Furthermore, I apologize for willingly feeding the trolls for my own entertainment, and regret having brought the discussion down to this level. My sarcasm and attempts at humor were feeble at best, and have gone largely unnoticed.

    Whether or not I agree with your methods, I can appreciate those of you who have not posted AC.

    I will try to double-check my posts in the future.

    Thanks for reading, and I wish you well. I hope this clears up any misconceptions. To the undying, publicly searchable archives with this thread...