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This review provides an in-depth look at anti-aliasing, a key technique used to mitigate the jagged edge effect known as aliasing. It explains how aliasing occurs when mapping vectors to pixels and highlights the importance of smoothing edges in graphics, particularly in motion. Different anti-aliasing methods are discussed, including Supersampling, Multisampling, Fast Approximate, Subpixel Morphological, and Temporal approaches. Additionally, the impact of these techniques on image quality and performance in video games is compared, providing insights into which methods offer the best balance between visual fidelity and processing efficiency.
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Anti-aliasing: a brief review Dave's DefinitionAliasing appears as a "staircase" or "jagged-edge" effect which is the result of mapping vectors to pixels using an all-on-all-off strategy (either the pixel is considered part of the edge, or it's not).Anti-aliasing is a technique used to minimize the visual jagginess of edges. It visually smooths edges by capitalizing on the fact that pixels are small.
Why is it important? - Aliasing can appear very unrealistic. - It is particularly noticeable when objects are in motion. - In video games, anti-aliasing can dramatically affect framerate.
Anti-aliasing in action Very aliased image Very anti-aliased image
Effects on Performance Extremely high-quality anti-aliasing
Overview of algorithms Supersampling (SSAA): most expensive highest quality "brute force" Multisampling (MSAA): more efficient works with primitives instead of pixels Fast approximate (FSAA): extremely efficient "post-processing" can cause excessive blur Enhanced subpixel morphological (SMAA): "divide and conquer" combination of various methods Temporal: a completely different approach used in conjunction with other methods requires high framerate
Other approaches TXAA: A recent (2012) approach by NVIDIA's Timothy Lottes, based on temporal anti-aliasing.