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View Full Version : Reading about antialiasing?


Comatose
25th May 2009, 17:00
I've looked everywhere and I couldn't really find anything that explains the different methods of antialiasing, either in code or in text. I want to know how they work, but I can't find anything about them.
Either they summarize it way too much, or use some closed source library :\

Does anyone knowing where I can find reading material about AA?

Mystery Keeper
1st June 2009, 06:06
I'm making an AA GPU filter now using isophotes smoothing method. Like tritical's TIsophote, but faster and better due to using of floating point values. That's one of methods. Common method is supersampling and then averaging. So it is down to how you supersample and how you average.

Comatose
5th June 2009, 13:47
I meant AA as in how it's done in 3D rendering. Is it just downsizing with clever placement for the samples?

Manao
5th June 2009, 14:11
I meant AA as in how it's done in 3D rendering. Is it just downsizing with clever placement for the samples?Afaik, if you want a X x Y 3D picture, you render it in AX x AY, then downsize by a factor A (using whatever downsampler you want, lanczos or bicubic or spline would do fine). So there's no magic here, just lots of computations.

MfA
5th June 2009, 18:06
Using regular grids in supersampling will leave Moire effects.

As for the OP, get any decent book on 3D graphics ... basically there's supersampling (of which multisampling is a subset, which only supersamples the geometry ... sometimes this is further simplified by only computing a single Z value and subpixel coverage mask) and pre-filtering (rarely done on geometry, but the standard way for textures ... mipmapping). This is really not the right forum to expect in depth conversations about 3D graphics though.

If you read German, the German version of the wikipedia entry on anti-aliasing is pretty good (better than the English one).