Naty Hoffman reports in a blog post on Realtimerendering.com that God of War III is using Morphological Antialiasing. What I found interesting about this post, is that it is said that there were reportedly bad artifacts in moving images (though there are not in GOW3). As I used the method originally described by Reshetov without changes myself in a project (for a real time ray tracer) and didn’t see any artifacts there, I would be interested if it’s just a similar method which produced the artifacts or maybe even a stochastic component – who knows, people have ideas, and for still images there would be no problems :) So if you know anything about that, I’d be thankful if you left a comment.

One Response to “Morphological Antialiasing in God of War III”

  1. Naty Hoffman says:

    I’ve never seen these artifacts myself, just heard people talk about them. I did hear back from the God of War III people and they said their initial implementation did have motion artifacts, but they made changes which significantly reduced them.

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