Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Path: utzoo!mnetor!seismo!lll-crg!nike!ll-xn!adelie!axiom!gts From: gts@axiom.UUCP (Guy Schafer) Newsgroups: net.graphics Subject: How is anti-aliasing done? Message-ID: <323@axiom.UUCP> Date: Mon, 15-Sep-86 17:00:09 EDT Article-I.D.: axiom.323 Posted: Mon Sep 15 17:00:09 1986 Date-Received: Tue, 16-Sep-86 05:52:48 EDT Organization: Axiom Technology, Newton MA Lines: 29 Keywords: Perhaps dumb questions This might be a bunch of dumb questions, for I am but a simple man. How is anti-aliasing done? I've seen the effects of anti-aliasing and am suitably impressed. However, I can't seem to think of a good algorithm to do it. Just averaging the (color, intensity, brightness?) of the two cells adjacent to any object boundary sounds good but there are a few problems: -Should you take the average of all eight cells adjacent to the cell to be changed? If not, along which axis is the average taken? -The old value of a cell (before anti-aliasing) must be remembered or the averages will be screwed up on any adjacent cells. This seems inefficient at best, stupid at worst. (Is it me?) -How do you determine the location of a boundary? Any sufficient (color, intensity, brightness?) difference between adjacent cells? Or is it known at the time the object is 'built?' I'm not afraid of coding if I know the algorithm and am willing to play around with the code to get good results, but obviously I'm a 'duppa' (fog-bound child). Does anyone know a common or good algorithm or have some code hanging around (any language) that will give me a glimmer? Thanks in advance. >< ...{ decvax!linus | seismo!harvard }!axiom!gts "Gilt are the chains of god."