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FXAA

FXAA, short for Fast Approximate Anti-Aliasing, is a post-processing anti-aliasing algorithm developed by Timothy Lottes at NVIDIA. It is designed to reduce jagged edges in real-time rendered images with a low performance cost by operating on the final color buffer rather than the scene geometry.

It runs as a screen-space post-process pass. The technique detects edges by examining contrast in luminance

Advantages include fast performance and broad compatibility, making FXAA widely available in game engines and graphics

FXAA has been implemented as a standard option in many engines, GPUs, and graphics frameworks, and is

and
color
values
and
then
applies
a
directional,
multi-sample
blur
along
those
edges
to
smooth
jaggies.
Because
it
operates
after
shading
and
lighting
are
computed,
it
does
not
require
multi-sample
anti-aliasing
buffers
or
changes
to
geometry.
APIs.
However,
it
can
blur
fine
textures
and
small
details,
and
may
introduce
color
bleeding
or
halo-like
artifacts
on
some
edges,
especially
at
high
contrast
or
with
text
rendering.
It
is
also
sensitive
to
parameter
settings
and
may
interact
with
transparent
surfaces
or
motion.
commonly
used
as
a
low-cost
alternative
when
traditional
MSAA
is
impractical.
It
is
often
discussed
alongside
other
post-processing
anti-aliasing
techniques
such
as
SMAA
and
temporal
anti-aliasing
methods.