A type of artifact caused by information from a higher frequency (or infinite) being sampled to generate
information at a lower frequency.
Any software or hardware which reduces aliasing.
-FSAA (fullscene AA)
Usually refers to SSAA but can sometimes
be used to refer to MSAA too because people are stupid like that.Post-processing AA
-EBAA (edge blur AA)
Generic term used by some developers used to refer to their post-processing AA since users are too stupid
to figure out what post processing means.
-DLAA (directionally localized AA)
The xbox360 equivalent of MLAA, runs on the xenos gpu.
(modified post-processing shader implementation of MLAA developed by Timothy Lottes)
-SMAA (modified post-processing shader implementation of MLAA developed by Jorge Jimenez)
(subpixel reconstruction AA, yet another custom post-processing shader implementation of MLAA)Supersampling AA
(supersampling AA, both nvidia and ati)
(ordered grid supersampling AA, nvidia)
(sparse grid supersampling AA, nvidia)Multisampling AA
(multisampling AA, both nvidia and ati)Enhancements
-TRAA (transparency AA, can refer to any method of AA designed for transparent textures)
(transparency multisampling AA, nvidia)
(transparency supersampling AA, nvidia)
(coverage sampling AA, nvidia)
Increases the number of coverage samples to improve upon the quality of MSAA without increasing the
number of MSAA samples.
(adaptive AA, ati equivalent of TRAA)
(transparency performance AA, ati outdated)
(transparency quality AA, ati outdated)
(enhanced quality AA, ati equivalent of CSAA)Hybridsampling AA
Combines MSAA and SSAA.
(hybridsampling AA, nvidia)
Pattern of samples used for MSAA or SSAA
Filters used to resolve/blend the samples for MSAA or SSAA
(quincunx sampling AA, nvidia only)
(custom filter AA, can refer to any of the next 5, all of which are ati only)
(narrow tent filter)
(wide tent filter)
(edge detect filter)
(temporal AA, has a 2x and 3x multi)
(override the application)
(enhance the application)
(gamma correction, corrects gamma changes from AA in openGL, nvidia only)Other things to talk about
-Shaders vs. fixed function
-Object specific implementations
-Hardware level vs. driver level vs. framework level vs. application level
-ConsolesRules for combining terms
These terms can be combined. The maximum you can have is 5:
-a grid pattern acronym (OG, RG, JG, or SG)
-a resolve filter acronym (CS, CF, NT, WT, ED, or T, if you leave this
blank it's implied you're talking about box since that's by far the most
-an enhancement acyonym (FS, TR, TP, TQ, or A)
-a type acryonym (SS, MS, CS, ED, or HS)
-and of course AA at the end
Although some enhancement acronyms replace the type acronym so it still ends up being 4 (ED or CS replace MS automatically).
For example RGWTAMSAA
rotated grid (grid pattern), wide tent (resolve filter), adaptive (enhancement), multisampling (type), anti-aliasing
You can use fullscene (FS) to indicate that you are not talking about a transparent only method.
Usually you seperate the TRAA component with a + sign, for example:
CSAA + TRSSAA
is acceptable syntax.