Temporally-smooth Antialiasing and Lens Distortion with Rasterization Map [article]

Jakub Maximilian Fober
2020 arXiv   pre-print
Current GPU rasterization procedure is limited to narrow views in rectilinear perspective. While industries demand curvilinear perspective in wide-angle views, like Virtual Reality and Virtual Film Production industry. This paper delivers new rasterization method using industry-standard STMaps. Additionally new antialiasing rasterization method is proposed, which outperforms MSAA in both quality and performance. It is an improvement upon previous solutions found in paper Perspective picture from Visual Sphere by yours truly.
arXiv:2010.04077v2 fatcat:lh6vkc3xqvcndbozatlezp2o2m