Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10 5/3/83; site utzoo.UUCP Path: utzoo!henry From: henry@utzoo.UUCP (Henry Spencer) Newsgroups: net.graphics Subject: Re: Possible way of anti-aliasing. Message-ID: <7151@utzoo.UUCP> Date: Fri, 26-Sep-86 15:54:58 EDT Article-I.D.: utzoo.7151 Posted: Fri Sep 26 15:54:58 1986 Date-Received: Fri, 26-Sep-86 15:54:58 EDT References: <280@joevax.UUCP>, <265@hoqam.UUCP> Organization: U of Toronto Zoology Lines: 42 > Why is this technique called "anti-aliasing"? Any representation of a scene at a resolution too low to show all the detail of the original (i.e. truly sharp edges on diagonal lines, which no raster-scan device can do exactly) is in fact a representation of infinitely many different scenes. For example, a simplistic representation of a sharp-edged diagonal line will have a stairstep appearance, and could also represent a scene in which the edge really was a stairstep rather than a straight line. Hence "aliasing": many scenes, one representation, and no way to tell which scene just by looking at the representation. The trouble is that the eye-brain combination will pick one of these scenes when shown the representation, and it's not necessarily the one you want. For example, that stairstep edge really will be seen as a stairstep unless the steps are *really* small: "jaggies". For another example, small contrasty details (e.g. streetlamps at a distance at night) will show or not show depending on whether the sampling process happens to hit them dead-on or not, which makes for ragged-looking images. This problem gets *much* worse if the image is moving, because then such details blink on and off from one frame to the next, as the sampling grid moves: "scin- tillation". Areas with lots of regularly-spaced small contrasty details will show spurious patterns as the detail grid and the sampling grid "beat" against each other: "Moire patterns". And so forth. Note that trivial techniques like local averaging of the representation will help jaggies somewhat but *won't* fix things like scintillation. To do "anti-aliasing" properly, it is necessary to recognize that each element of the representation represents a finite area of the scene, and its color/brightness/whatever should reflect, to some degree, the color/etc. of *everything* that is within that area of the scene, not just whatever happens to be at the exact center of the area. Doing this well isn't easy; doing it well without consuming inordinate amounts of computing time is extremely hard. See any good graphics textbook for more discussion of the basics; check out Siggraph proceedings for current research work. Be warned that the above contains oversimplifications; the reality is even worse. Be warned also that I am not an expert in this area; consult someone who *is* before spending lots of money or planning your PhD thesis. -- Henry Spencer @ U of Toronto Zoology {allegra,ihnp4,decvax,pyramid}!utzoo!henry