
3. Second-Depth Antialiasing 211
3.4 Conclusion and Future Work
We have presented an effective analytical antialiasing technique offering high-
quality edge antialiasing at a reasonable cost and relatively straightforward engine
integration. However, there are several areas on which future work could improve.
The resolve pass is very texture fetch heavy. As shown by the profile and
through the gains of DX10.1 optimization, this is a major bottleneck for this
technique. Given that all samples are refetched for multiple neighboring pixels,
this is a prime candidate for compute shader optimization, trading some increase
in ALU for a significant reduction