Advantages of Gradient Line Anti-Aliasing Technique

The main advantage that GRLAA has compared to previous, texture-based (luminance-alpha maps) anti-aliasing methods is that there is no reliance on mip-maps. With a texture-based approach, it can be limited in the amount of anti-aliasing it can do when the geometry is minified, since it is based on mip-maps. The algorithm discussed in this blog has absolutely no problem with handling geometry of any scale; it is capable of producing exceptionally crisp, high-quality anti-aliased outlines that are completely independent of the object’s scale and orientation.

The second advantage is that no textures are required by the algorithm, which might help to reduce the overall memory bandwidth for the entire application. This is great news, as it may free up some memory bandwidth potentially for other techniques that are texture hungry.

Finally, this approach is still relatively cheap in terms of cycle count and thus will not significantly add computational overhead. We measured an average of ~20 cycles to execute the entire shader. The use of medium precision may also reduce cycle count further depending on the graphics core you are running this on.