This isn't directly related to Horde - just some random thoughts on Deferred Shading that I saw on the
ATOM blog.
Quote:
For those who have normal stored in their G-Buffer, here is an idea on how you can get really high quality anti-aliasing with a image space post process, without using hardware anti-aliasing. First take the per pixel normal, project into screen space, and re-normalize. Then take this screen space normal, and rotate 90 degrees (compute the vector perpendicular to the screen space normal). This perpendicular vector will be in the direction of the strongest "edge" at the pixel. Now like screen space motion blur, sample from the screen in the direction of this perpendicular vector, and intellegently take a weighted average of a few screen samples along both the positive and negative directions on this vector. Would have to workout the details, but the concept should work really well.
This is a fairly simple idea, so I might have a go at implementing it in the deferred pipeline of the Chicago sample
This would blur a lot of pixels which don't actually lie on an edge though, so I might have to mask it with a low-resolution sobel-type edge filter, or something...