I want to know what pattern the point position is. i dont find the law of these eight points
what algorithm 8xmsaa & 16xmsaa use to generate the position of 8 points& 16 points
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Those are the standard DirectX MSAA sampling patterns. Even though there can be other sampling patterns, these are required for any DirectX 10 compliant card (and later versions as well).
Apparently Vulkan has adopted the same sampling patterns.
I don't know how Microsoft came up with those patterns though.
An interesting observation is that no 2 points lay on the same row or column.
That makes me think it could be inspired by matrix determinant multiplications, but this is just speculation.Looks like when no 2 samples lay on the same column or row it's called N-rooks (named after chess piece). Thanks @krOoze for the call.
I have found some interesting info about N-rooks in the book "Real Time Rendering 4th ed":
N-rooks is a family of sampling patters. Inside this family, some patterns are better than others.
For example, filling the diagonal is considered a bad placement.
There is a subfamily of N-rooks which is called RGSS (Rotated Grid Super Sampling)
Quoting the book:
The RGSS 4-rooks pattern looks exactly like the 2x2 pattern that Vulkan uses.
Quoting the book:
So the sampling standard pattern used in Vulkan and DirectX are probably just something found randomly that met certain desirable properties (such as N-rooks, evenly distributed in the area, etc). And now the are hard-wired in hardware.