Home

multisampling

Multisampling anti-aliasing (MSAA) is a hardware-assisted technique used in 3D graphics to reduce jagged edges on polygonal geometry. It focuses on smoothing edges by sampling multiple locations within each pixel during rasterization, rather than sampling the entire image at higher resolution.

In MSAA, a pixel is subdivided into several sample points (for example, 2x2 or 4x4 grids). During

MSAA offers a good balance of image quality and performance and is widely supported on modern GPUs,

rasterization,
the
depth
and
stencil
tests
are
performed
per
sample
to
determine
which
samples
are
covered
by
a
primitive.
The
fragment
shader
is
typically
executed
per
pixel,
and
the
final
pixel
color
is
formed
by
blending
the
contributions
of
the
covered
samples.
The
color
buffer
stores
one
color
per
pixel,
while
per-sample
coverage
informs
how
much
of
that
color
contributes
to
the
final
result.
This
approach
smooths
edges
while
avoiding
the
full
cost
of
rendering
at
a
higher
resolution.
commonly
configured
as
2x,
4x,
or
8x
sample
counts.
It
is
effective
for
reducing
aliasing
along
polygon
edges
but
does
not
address
all
sources
of
visual
aliasing,
such
as
texture
filtering
artifacts
or
shimmering
in
textures.
Transparent
surfaces
and
complex
post-processing
effects
can
complicate
MSAA,
sometimes
requiring
special
handling
or
additional
techniques.
In
practice,
MSAA
is
often
used
together
with
other
anti-aliasing
methods,
or
with
a
later
post-processing
pass,
to
achieve
broader
smoothing.
It
differs
from
super-sampling
anti-aliasing
(SSAA),
which
renders
the
whole
scene
at
a
higher
resolution
and
downscales,
at
a
greater
performance
cost.