Navigation

Ventuz 6 Quick Guide

  • Introduction
  • Getting Started
  • Ventuz Editions
  • Designer Overview
  • Ventuz System Requirements
  • Configuration
  • Video/Audio Configuration
  • Machine Configuration
  • GPI Configuration for Runtime or Director
  • Optimize Rendering Performance
  • Supported Formats
  • Supported Hardware
  • Multisampling / Anti-Aliasing
  • Input Subsystem
  • Ventuz Proprietary Files
  • What's new
  • FAQ
  • Common Mistakes
  • Deployment
  • Migration Guide
  • Ventuz 5 Migration Guide
  • Summary Shortcuts

Ventuz 6 Designer

  • Index
  • Getting Started
  • Designer Options
  • Designer Overview
Projects & Scenes
  • Projects and Scenes
  • Project Browser
  • Project Properties
  • Project Maintenance
  • Project and Scene Data
  • Scene Tree
  • Scene Management
  • Scene Statistics
  • Deployment
Interface
  • Designer Interface
  • Renderer Window
  • Realtime Rendering
  • Optimize Scene Performance
  • Performance Statistics
  • Transformation Gizmo
  • Render to Disk
  • Camera Navigation
  • Isolated Objects
  • Manipulate Objects with Gizmos
  • Layer Editor
  • Common Layer Properties
  • IPP Effects
  • Color Correction FX
  • Distortion FX
  • Filter FX
  • Layer Editor Shortcuts
  • Hierarchy Editor
  • Working with Nodes
  • Containers
  • Find and Replace
  • Shortcuts Hierarchy Editor
  • Content Editor
  • Working with Nodes
  • Containers
  • Content Editor Shortcuts
  • Toolbox
  • Property Editor
  • Project Data and Scene Data
  • Property Groups
  • Shader Editor
  • Text Editor
  • Scene Tree
  • Message View
  • Stage Editor
  • Container Outline
  • Watches Editor
  • Animation Editor
  • Animation and State Engine
  • Templates
  • Template Engine
  • Shortcuts Animation Editor
  • Text Rendering
  • Text Editor
  • Character Sets
  • Geometry Import
  • Input Subsystem
  • Multitouch
  • TUIO Protocol
  • Open Sound Control
  • How to work with Head Mounted Displays
  • Cluster
  • Multi Display Setups and Shaping
  • Warping, Soft Edging and Masking
  • Available Nodes
  • Animation Nodes
  • Material&Color Nodes
  • Data Nodes
  • Geometry Nodes
  • Interaction Nodes
  • IO Nodes
  • Layers
  • Light Nodes
  • Logic Nodes
  • Render Option Nodes
  • Slides Nodes
  • Sound Nodes
  • Text Nodes
  • Texture Nodes
  • VR Nodes
  • World Nodes

Ventuz 6 Node Reference

ANIMATION
  • Mover
  • Alternator
  • Simple Control
  • Timeline Control
  • Anmation Rig
  • Keyframe Animation
  • Animation Group
COLOR/MATERIAL
  • Alpha
  • Fog
  • Ground Fog
  • Sky Box
  • Color to RGBA
  • HSLA to Color
  • RGBA to Color
  • Color Transformer
  • HLSL Shader
  • Color
  • Material
  • Color Picker
  • Substance Material
DATA
  • Database
  • Excel
  • JSON
  • RSS Feed
  • Resource Linker
  • Text File
  • XML
GEOMETRY
  • Rectangle
  • Rounded Rectangle
  • Gradient Rectangle
  • Overlay Rectangle
  • Cube
  • Circle
  • Sphere
  • Cylinder
  • Cone
  • Torus
  • Chart
  • Random Points
  • Mesh Loader
  • Geometry Import (Live)
  • Volume
  • Get Bounding Box
  • Arrow
  • Particle System
  • Path Renderer
  • Geometry Renderer
INTERACTION
  • Interaction Rect
  • Touch Button
  • Touch Excluder
  • Touch Marker
  • Touch Paint
  • Touch Pattern
  • Touch Proxy
  • Touch Ripples
  • Touch Transformations
  • Web Browser
  • Touch Teleport
  • Touch Simulator
INPUT/OUTPUT (I/O)
  • GPI
  • Joystick
  • Keyboard
  • MIDI
  • Mouse
  • Network
  • Open Sound Control
  • Serial
  • Timecode
  • DMX
LAYER
  • 3D Layers
  • 3D Layer Reference
  • 2D Layers
  • PSD Import Layer
  • Others
LIGHT
  • Light Sources
LOGIC
  • Array Processing
  • Convert To Text
  • Cluster Synchronization
  • Counter
  • Date Time
  • Directory
  • Dispatcher
  • Enumeration
  • Expressions
  • Invert
  • Log
  • Loop Breaker
  • Math Effects
  • Matrix Operations
  • Scene Event
  • Script
  • String Operations
  • System ID
  • Text Splitter
  • Timer
  • Toggle
  • URL
  • Value Switch
  • Value Buffer
  • Variables
  • Visual Indexer
RENDER OPTIONS
  • Alpha Blending
  • Color Write
  • Alpha Testing
  • Clip Plane
  • Filter
  • Mask
  • Mirror
  • Effect
  • Render Cube Map
  • Draw Modes
  • Stencil
  • ZTesting
SOUND
  • Audio Clip
  • Sound
  • Volume Control
  • Audio Analysis
SLIDES
  • Slide Manager
  • Slide
  • Slide Port
  • Pivot
TEXT
  • Text Effects
  • Text Layouts
  • Text Rendering
TEXTURE
  • Background
  • Hatch
  • Image
  • Texture
  • SVG Loader
  • Gradient Texture
  • Live Video
  • Movie Stream
  • Movie Frame
  • Movie Clip
  • Texture Loader
  • Snapshot
  • Snapshot Framebuffer
  • Texture Saver
  • Video Source Selector
  • VIO Input
  • Spout Receiver
  • NDI Receiver
  • Substance Loader
VR/AR
  • Tracked Devices
  • Draw Tracked Devices
WORLD
  • Axis
  • Billboard
  • GetWorld
  • SetWorld
  • Arrange
  • Ticker
  • Layout
  • Group
  • World Z Sort
  • YesNo
  • Switch
  • Spread
  • Filter Pass
  • Set Pass
  • Hierarchy Container
  • Scene Port
  • Content Container
  • Template Port
  • Container Info
  • Camera
  • Paths

Ventuz 6 Configuration Editor

  • Configuration
  • Machine Configuration
  • Video/Audio Configuration
  • Web Configuration Editor and License Manager
  • Render Setup Editor
  • Warping and Soft-Edging Editor
  • Supported Hardware
  • How to Setup a Cluster Render

Ventuz 6 Director

  • Application Settings
  • Assets
  • Channels
  • Command Line Options
  • Content References
  • Designing Templates
  • Environment
  • Glossary
  • Index
  • Introduction
  • Pages
  • Playlist
  • Plug-Ins
  • Project Data
  • Property Editor
  • Shortcuts
  • GPI Configuration
  • Shot Box
  • Show
  • Taking Action
  • Timeline
  • Topology
  • User Interface
  • Director Mode
  • Macros

How To

  • How to Run Ventuz
  • How to Work with Designer
  • Ventuz Designer Drag&Drop workflow
  • How to use Head Mounted Displays
  • How to work with Shadows
  • How to use Emoijs
  • How to Build a Template
  • How to use Newtek NDI
  • How to Create Visuals Loader Node
  • How to Remote Control with a Phone
  • How to Setup a Cluster Render
  • How to use a Mixed Frame Rate Cluster
  • How to use Tracking
  • How to work with 3D Reference Layers
  • How to create a Firework Particle System
  • How to use DDS with new Block Compression modes
  • How to setup Spout with Ventuz
  • How to use the Substance Integration

Keyboard Shortcuts

  • Summary Shortcuts
  • Layer Editor Shortcuts
  • Hierarchy Editor Shortcuts
  • Content Editor Shortcuts
  • Animation Editor Shortcuts
  • Director Shortcuts

Advanced and Development

  • Command Line Options
  • Remoting Overview
  • Remoting 4
  • Remoting 4 via Websockets
  • Deprecated Remoting
  • Ventuz IP Ports
  • Ventuz Machine Service
  • Remoting Machine Signature
  • TUIO
  • .NET Scripting
  • HLSL Shader Programming
  • Ventuz API and SDK
  • Ventuz VIO API
  • Ventuz File Format (VFF)
  • Ventuz Stream Out API

General Reference

  • Terminology
  • Manual Index

Miscellaneous

  • Presets
« Previous Article
» Index «
Next Article »

Anti-Aliasing / Multisampling

Table of Contents

  1. Multi-Sample Anti-Aliasing (MSAA) (Hardware Anti-Aliasing)
    1. Performance
  2. Fast Approximate Anti-Aliasing (FXAA) (Software Anti-Aliasing)
The term Anti-Aliasing generally refers to removing the jagged edges of objects that sometimes occur when a 3D object is rasterized. To do so there are many different sampling methods. Ventuz supports the following methods:

Multi-Sample Anti-Aliasing (MSAA) (Hardware Anti-Aliasing)

This is traditional anti-aliasing that is done in hardware during the rendering of the scene and the quality can be configured in the Audio Video Configuration.

Depending on the hardware the quality settings can differ in its resolution.

Hardware Vendors have been tweaking with variations of this idea, trying to find more efficient representations for the edges than increasing the size of the rendertargets, but the problems remain the same.

Going from 3D to 2D with respect to MSAA means converting these enlarged rendertargets into ordinary rendertargets with one pixel per real pixel. This is called the multisample resolve.

Note that Ventuz renders with premultiplied alpha. When doing so, color and alpha are associated together and may not be divided. When resolving 8 bit rendertargets, Direct3D will use a different method for color than for alpha, and that leads to artifacts at the border to a transparent background.

To get rid of the premultiplied alpha artifacts on non-HDR layers you can use the FixSeams option on the Layer 3D Root Node on layers which are alpha blended onto others. When active, the renderer will not use the Hardware MSAA of the Graphics Card but instead a specific shader in Ventuz. This is slower and thus may result in performance problems but the edges of the alpha channels are anti aliased correctly with the quality of MSAA. Keep in mind that this is even slower than the already slow MSAA; only use it when it is really necessary and when using the faster FXAA will not solve the problem on the layer or does not result in the desired quality.

In the NVidia graphics settings, you should set "Antialiasing - Gamma correction" to "Off". This fixes the problem with premultiplied alpha, as the gamma correction is exactly what causes the problem.

Performance

As you might imagine, Multi-Sampling costs render performance, especially in complex scenes. Therefore, in high-resolution and Cluster setups, Multisampling should be lowered or disabled to increase the rendering performance.
You can check the amount of time the multisample resolve takes in the Performance Statistics.

Fast Approximate Anti-Aliasing (FXAA) (Software Anti-Aliasing)

To combat the disadvantages of MSAA, game developers have created shader based solutions such as Fast Approximate Anti-Aliasing (FXAA).

FXAA is not related to the hardware and therefore can be configured on the 3D Layer Root of any used 3D Layer rather than in the Machine Configuration. Thus you can change the used Anit-Aliasing Method from Layer to Layer.

The NVidia and AMD control panels allow you to enable FXAA or similar algorithms manually, but that is not optimal as the graphics driver does not have all the information it needs to do this properly.

The FXAA Algorithm will search for edges in the readily rendered image and blur the image there a little bit. This may take up a lot less performance than MSAA but will make the result look blurry. There are several parameter configurations in the FXAA Property Group of the 3D Layer Root to improve performance and quality.

Alpha turns on or off the processing of the alpha channel that we integrated into the algorithm. Turning this off may increase quality in Scenes that do not have an Alpha Channel in the resulting texture. Quality changes the step count done in the shader. The more steps, the higher the quality and performance impact. Medium Dithering reduces the quality but enhances the performance, so Less Dither will result in a better image. The Best setting will not use dithering at all.

EdgeThreshold changes the minimum amount of the local contrast to trigger the processing of the algorithm. The higher this threshold, the fewer pixels will be processed and thus the faster the algorithm but the lower the quality. EdgeThresholdMin defines the threshold of the minimum luma to apply the algorithm. This will trim the algorithm from processing darker areas in the image. Again, the higher this value the faster the algorithm. Subpixel will change the amount of sub-pixel anti-aliasing. The higher this value the softer the result. This will not have an impact on the performance, only on the sharpness of the resulting image.

Lastly, PerformanceTest will change each pixel on your Layer according to how much performance the FXAA used up for it. An unchanged Pixel did not trigger the algorithm at all. Green Pixels triggered the FXAA but did not need a lot of steps for the aliasing removal and red pixels needed a lot of steps. With the PerformanceTest turned on you can easily analyze how the FXAA impacts your performance and the quality of your image.

See also:
  • 3D Layer Root
  • 3D Layer
  • Audio Video Configuration
  • Scene Performance

« Previous Article
» Index «
Next Article »
Copyright 2020 Ventuz Technology