Release Notes

NVIDIA TXAA 3.0 RC1

NVIDIA TXAA creates a smoother, clearer image than any other anti-aliasing solution by combining high-quality MSAA multisample anti-aliasing, post process, and NVIDIA designed temporal filters.

What’s New

Several enhancements have been done in the TXAA 3.0 library comparing with the TXAA 2.x library.

  • Temporal Super-sampling. TXAA 3.0 introduces temporal super-sampling mode aka 0X TXAA. In this mode, the sample location at which the shading is done is varied in each frame by jittering the projection matrix. The results from the previous frame are exponentially weighed with the current color to produce the final result.
  • Blackman-Harris3.0 Filter This release gives the ability to use wider Blackman-Harris 3.0 filter instead of the regular box filter before the results are exponentially blended with the results from previous frame.
  • Better Color Space Bounds When the color at the sample in the previous frame is vastly different from the local neighborhood of the sample color in the current frame, clipping is performed against the local neighborhood’s bounding box in the color space. This release uses the bounds that are based on the statistical measures based on the algorithm developed by NVIDIA research. These bounds tend to be tighter than the standard bounds and help in reducing ghosting.
  • Anti-flicker filter When there is no motion, temporal anti-aliasing methods suffer from flickering (which is caused by clipping). This release shows the use of anti-flicker filter to reduce these artifacts.
  • **To reduce flickering that cannot be reduced with Anti-flicker filter, one can loosen the bounding boxes by bbScale parameter. Higher values of bbScale factor reduce the flicker but increase the amount of ghosting.
  • Guiding materials. Very comprehensive documentation and sample are provided so that game developer can easily integrate TXAA 3.0 into their latest game.