
3
III
Second-Depth Antialiasing
Emil Persson
3.1 Introduction and Previous Work
For nearly a decade multisampling was the one and only antialiasing solution for
real-time rendering. For most of this time, multisampling was never challenged
because it worked relatively well. As rendering technology has developed and
engines become more advanced, multisampling has become an increasingly big-
ger stumbling block and maintenance problem when developing new rendering
techniques. With the recent popularization of deferred shading, the memory in-
efficiency of multisample antialiasing (MSAA) has further been magnified to a
point where it becomes impractical, in