Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Path: utzoo!mnetor!seismo!uwvax!husc6!panda!genrad!decvax!tektronix!teklds!zeus!bobr From: bobr@zeus.UUCP (Robert Reed) Newsgroups: net.graphics Subject: Re: Possible way of anti-aliasing. Message-ID: <566@zeus.UUCP> Date: Thu, 18-Sep-86 15:15:02 EDT Article-I.D.: zeus.566 Posted: Thu Sep 18 15:15:02 1986 Date-Received: Sat, 20-Sep-86 02:24:11 EDT References: <280@joevax.UUCP> Reply-To: bobr@zeus.UUCP (Robert Reed) Organization: CAE Systems Division, Tektronix Inc., Beaverton OR Lines: 21 > I have no idea whether or not any of this is valid. I started thinking > about anti-aliasing about 5 minutes ago, so this is just off the top of my > head. It seems to be a pretty brute force way of doing it, but swift. If > you only stack 3 lines at a time, it will be very memory efficient too. > Steve Hawley There are several techniques for doing spacial anti-aliasing, but the essential algorithm is to oversample the image and then filter it down to the resolution of your display device. For example, if you do four samples per pixel over a uniform grid and simply average the four values together (a technique known as box filtering), you will get a crude form of anti-aliasing. Improvements can be made by varying the sampling and filtering techniques (e.g. stochastic sampling, triagular and gaussian filtering, etc.). Check any contemporary computer graphics text or look through recent publications from SIGGRAPH for more details. This newsgroup should not be a forum for naive speculation. There is enough solid information about the subject that it shouldn't be necessary to shoot from the hip Robert Reed, Tektronix CAE Systems Division, bobr@zeus.TEK