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The code was created in 2011 by researchers including Jorge Jimenez, Belen Masia, and others
It's released under a BSD-style license that allows redistribution with proper attribution
Technical Overview: SMAA is a high-quality anti-aliasing technique that works in multiple passes:
Edge Detection: Detects edges in the image using either:
Luma (brightness) detection
Color detection
Depth buffer detection
Blend Weight Calculation: Calculates how much blending should occur at detected edges
Neighborhood Blending: Performs the final anti-aliasing by blending neighboring pixels
Key Components:
The code is written in HLSL (High Level Shader Language) for DirectX 9
It defines several shader techniques:
LumaEdgeDetection
ColorEdgeDetection
DepthEdgeDetection
BlendWeightCalculation
NeighborhoodBlending
Purpose: SMAA is used to reduce jagged edges (aliasing) in real-time 3D graphics. It's particularly notable because:
It's a post-processing effect (works on the final rendered image)
It's generally more efficient than MSAA (Multisample Anti-Aliasing)
It can provide high-quality anti-aliasing with relatively low performance cost
It works well with modern deferred rendering pipelines
This implementation is particularly significant as it's one of the original reference implementations of SMAA and has been widely used in the game industry and other real-time graphics applications.
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