Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Path: utzoo!mnetor!seismo!rutgers!sri-spam!sri-unix!hplabs!turtlevax!ken From: ken@turtlevax.UUCP (Ken "Turk" Turkowski) Newsgroups: net.graphics Subject: Re: Possible way of anti-aliasing. Message-ID: <1233@turtlevax.UUCP> Date: Tue, 7-Oct-86 03:21:16 EDT Article-I.D.: turtleva.1233 Posted: Tue Oct 7 03:21:16 1986 Date-Received: Wed, 8-Oct-86 06:39:55 EDT References: <280@joevax.UUCP> <265@hoqam.UUCP> <7151@utzoo.UUCP> Reply-To: turk@apple.UUCP (Ken "Turk" Turkowski) Organization: Apple Computer, Inc. Lines: 25 For an analytic derivation of antialiasing for lines or polygons given radially-symmetric point-spread function (PSF), look at: Anti-Aliasing through the use of Coordinate Transformations Turkowski, Kenneth ACM Transactions on Graphics Vol. 1, No. 3, July 1982, pp. 214-234 This outlines the transformation of the radially symmetric point-spread function into another function which is the result of convolving the line or polygon edge with the PSF. One simply calculates the distance of a pixel center from the edge, and uses that as an index into a table which contains the proper value to put into the frame store. The distance of successive pixels near an edge can be computed incrementally through a linear coordinate transformation: du = a dx + b dy where (b, -a) is a unit vector pointing from one vertex to the other. If dx is 0, then a unit change in y (dy=1) produces a change in distance of a (du=a). This is just a normalized Bresenham algorithm. -- Ken Turkowski @ Apple Computer, Cupertino, CA UUCP: nsc!apple!turk, {amd,decwrl,hplabs,seismo}!turtlevax!ken ARPA: turk%apple@CSNET-RELAY.ARPA, turtlevax!ken@DECWRL.DEC.COM CSNET: turk@apple.CSNET