Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Path: utzoo!mnetor!uunet!husc6!think!ames!amdahl!oliveb!amiga!bart From: bart@amiga.UUCP (Barry A. Whitebook) Newsgroups: comp.sys.amiga Subject: Amiga Rendering/Animation Software Message-ID: <1707@amiga.amiga.UUCP> Date: Mon, 24-Aug-87 14:52:05 EDT Article-I.D.: amiga.1707 Posted: Mon Aug 24 14:52:05 1987 Date-Received: Wed, 26-Aug-87 00:58:24 EDT Reply-To: bart@amiga.UUCP (Barry A. Whitebook) Organization: Commodore-Amiga Inc., 16795 Lark Ave. Suite 106, Los Gatos CA 95030 Lines: 26 Keywords: anti-aliasing [ eat this line, please! ] this is amiga!bart: in response to mp@pixar.UUCP (Mike Paquette) who writes >Also, has anyone writing rendering and ray tracing code looked >into antialiasing? Granted, antialiasing can be expensive in terms of >computation time, but it sure makes the end result look better. yes, i have. from experience with implementing a version of heirarchical integration at sub-pixel level using adaptive stochastic sampling i found that with from 4 to 256 subpixel samples the average pixel is only sampled about 4.1 times (that is, if one is willing to wait four times as long one can get an image "effectively" anti-aliased in an efficient fashion). this was implemented a year ago shortly after SIGGRAPH 86 but has been in storage for a year pending the availability of a frame buffer (to display my 48 bit deep images i had to settle for 12 bits by ganging THREE amigas together and taking 4 bits of red from one, 4 bits of blue from the second, and 4 bits of green from the third: possible if you work for c/a but not recommended otherwise :-) ). all parties interested in fast algorithms for ray-tracing on the amig please contact amiga!bart via email. bart