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===소스=== | ===소스=== | ||
<references /> | <references /> | ||
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+ | == 메타데이터 == | ||
+ | |||
+ | ===위키데이터=== | ||
+ | * ID : [https://www.wikidata.org/wiki/Q1045587 Q1045587] | ||
+ | ===Spacy 패턴 목록=== | ||
+ | * [{'LEMMA': 'supersample'}] |
2020년 12월 28일 (월) 07:13 기준 최신판
노트
말뭉치
- System software 5.50 allows users of a PS4™Pro console connected to an HDTV (resolution of 1080p or less) to enable Supersampling Mode.[1]
- Comparison of a rendered scene without (left side) and with supersampling anti-aliasing applied (right).[2]
- When rendering an image, the image is rendered at the specified resolution multiplied by the supersample factor, then reduced for anti-aliasing purposes.[3]
- The supersampling buffer is also in high dynamic range, so if you are rendering an image of 4000x2000 with a supersampling factor of 4, it will use 384 megabytes of RAM for this buffer.[3]
- Instead of applying anti-aliasing techniques to certain parts of the image, supersampling renders the entire game at a higher resolution—say, 4K—then scales it back down to fit your screen.[4]
- With a powerful enough PC, you can even combine supersampling with a game’s built-in anti-aliasing options for a truly crystalline image.[4]
- Some modern games actually offer SSAA, or supersampling anti-aliasing, right in the options.[4]
- AMD’s supersampling feature is called Virtual Super Resolution (VSR), and it’s available on a number of graphics cards from 2015 and beyond.[4]
- Supersampling is a method of antialiasing that attempts to reduce jagged, pixelated edges (aliasing) in images.[5]
- Because supersampling is memory intensive, Lumberyard uses temporal antialiasing (TAA) to approximate supersampling.[5]
- While supersampling analyzes pixels spatially, TAA analyzes frames over time, even when the camera is static.[5]
- In addition to antialiasing, Lumberyard supports supersampling for very high quality rendering.[5]
- I might be misunderstanding the terms, but it appears to me that upsampling is part of supersampling.[6]
- However, instead of supersampling every pixel, we supersample edge pixels only.[7]
- Supersampling is a method of anti-aliasing, which attempts to smooth these edges, slightly blurring the boundary, making the final image more realistic.[8]
- Supersampling, on the other hand, measures the colour at several points within each pixel, and combines the results.[8]
- Omitting it would lead to rrd averaging the supersampled values onto the default 5 min rate.[9]
- Supersampling for Real-Time Ray Tracing.[10]
- On their own end, they use 64x supersampling with 4k resolution, essentially performing half a billion lighting calculations per frame.[11]
- Use supersampling when you notice artifacts in your final renderings.[12]
- For example, a thin bump map might produce scintillating, jagged bumps that supersampling can correct.[12]
- Supersampling and Antialiasing Supersampling is one of several antialiasing techniques.[12]
- Supersampling is an additional step that provides a "best guess" color for each rendered pixel.[12]
소스
- ↑ PS4 Pro: Supersampling mode
- ↑ Supersampling
- ↑ 3.0 3.1 What is supersampling and why does it use so much ram?
- ↑ 4.0 4.1 4.2 4.3 How to Run Games at 4K on a 1080p Monitor With Supersampling
- ↑ 5.0 5.1 5.2 5.3 Temporal Antialiasing and Supersampling
- ↑ Reference for Supersampling
- ↑ An adaptive supersampling method
- ↑ 8.0 8.1 Everything2.com
- ↑ Supersampling — Munin 2.1.2 documentation
- ↑ Analysis of Super-Sampling Methods
- ↑ Wisp Wiki: Deep Learning Super Sampling
- ↑ 12.0 12.1 12.2 12.3 Autodesk Knowledge Network
메타데이터
위키데이터
- ID : Q1045587
Spacy 패턴 목록
- [{'LEMMA': 'supersample'}]