The thing that strikes me as problematic for 3D compared to 2D is that in 2D 
the renderable representation directly embodies the edges that you wish to 
antialias.  For 3D, this is not the case: the outline of a 3D object varies 
depending on its position with respect to the viewer.  The so-called 
"silhouette edges" need to be recomputed each frame.

Silhouette edges are often used in artistic rendering styles (such as "toon 
shading"), but typically not for realistic-as-possible scenes.  As you say, the 
standard practice is to use whole-scene super-sampling (actually 
multi-sampling... an optimization where only the depth and stencil buffers are 
super-sampled but the more expensive fragment shader is run only once per 
pixel).

The closest thing to an analytical antialiasing approach for 3D (that I'm aware 
of) is the recent research on "morphological antialiasing".

I don't believe that I've yet chimed in to congratulate Juan on his work.  Very 
cool stuff!  I'm looking forward to getting my hands on it.

Cheers,
Josh


On Jun 7, 2010, at 5:52 AM, Juan Vuletich wrote:

> Wesley Smith wrote:
>> Is it possible for your system to treat 3D graphics?  Would you
>> project to 2D and then pipe it through Morphic?  How would this work?
>> wes
>>  
> 
> Hi Wes,
> 
> I've never worked with 3D. But given that what is usually done (I believe, 
> I'm not an expert) is whole scene super sampling, the quality / cost ratio 
> could be improved with my work. Of course, I'd need to run it in the GPU, to 
> beat OpenGL. I mean, there is a lot of work to get that done.
> 
> Cheers,
> Juan Vuletich
> 
> _______________________________________________
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> [email protected]
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