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Spatial anti-aliasing

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of the set. The colours derived from these calculated points have been identified as unusually unrepresentative of their pixels. The set changes more rapidly there, so a single point sample is less representative of the whole pixel. Those points were replaced, in the third image, by interpolating the points around them. This reduces the noisiness of the image but has the side effect of brightening the colours. So this image is not exactly the same that would be obtained with an even larger set of calculated points. To show what was discarded, the rejected points, blended into a grey background, are shown in the fourth image.
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gamma-compressed image results in values which are slightly different from the ideal filter. This error is larger when dealing with high contrast areas, causing high contrast areas to become dimmer: bright details (such as a cat's whiskers) become visually thinner, and dark details (such as tree branches) become thicker, relative to the optically anti-aliased image. Each pixel is individually distorted, meaning outlines become unsmooth after anti-aliasing. Because the conversion to and from a linear format greatly slows down the process, and because the differences are usually subtle, most
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to x and y or to the radius. Similarly to wavelets, another of its properties is that it is halfway between being localized in the configuration (x and y) and in the spectral (j and k) representation. As an interpolation function, a Gaussian alone seems too spread out to preserve the maximum possible detail, and thus the second derivative is added.
261:. Sub-pixel rendering requires special colour-balanced anti-aliasing filters to turn what would be severe colour distortion into barely-noticeable colour fringes. Equivalent results can be had by making individual sub-pixels addressable as if they were full pixels, and supplying a hardware-based anti-aliasing filter as is done in the 1069:
format, but most optical anti-aliasing filters are linear. So to down-sample an image in a way that would match optical blurring, one should first convert it to a linear format, then apply the anti-aliasing filter, and finally convert it back to a gamma compressed format. Using linear arithmetic on a
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A graphics rendering system creates an image based on objects constructed of polygonal primitives; the aliasing effects in the image can be reduced by applying an anti-aliasing scheme only to the areas of the image representing silhouette edges of the objects. The silhouette edges are anti-aliased by
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for each single pixel of each frame. Rendering at larger resolutions will produce better results; however, more processor power is needed, which can degrade performance and frame rate. Sometimes FSAA is implemented in hardware in such a way that a graphical application is unaware the images are being
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Finally, "Budding Turbines" is so regular that systematic (Moiré) aliasing can clearly be seen near the main "turbine axis" when it is downsized by taking the nearest pixel. The aliasing in the first image appears random because it comes from all levels of detail, below the pixel size. When the lower
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It happens that, in this case, there is additional information that can be used. By re-calculating with a "distance estimator" algorithm, points were identified that are very close to the edge of the set, so that unusually fine detail is aliased in from the rapidly changing escape times near the edge
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If the resolution is not limited by the rectangular sampling rate of either the source or target image, then one should ideally use rotationally symmetrical filter or interpolation functions, as though the data were a two dimensional function of continuous x and y. The sinc function of the radius has
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This method is generally best suited for simple graphics, such as basic lines or curves, and applications that would otherwise have to convert absolute coordinates to pixel-constrained coordinates, such as 3D graphics. It is a fairly fast function, but it is relatively low-quality, and gets slower as
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To approximate the uniform averaging algorithm, one may use an extra buffer for sub-pixel data. The initial (and least memory-hungry) approach used 16 extra bits per pixel, in a 4 Ă— 4 grid. If one renders the primitives in a careful order, such as front-to-back, it is possible to create a reasonable
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One might consider a Gaussian plus enough of its second derivative to flatten the top (in the frequency domain) or sharpen it up (in the spatial domain), as shown. Functions based on the Gaussian function are natural choices, because convolution with a Gaussian gives another Gaussian whether applied
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engine (either software or hardware accelerated). These include "points", "lines" and "triangles". If one is to draw such a primitive in white against a black background, it is possible to design such a primitive to have fuzzy edges, achieving some sort of anti-aliasing. However, this approach has
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the new value to the existing value at that location up to a maximum of 1. Otherwise, the brightness of each pixel will be equal to the darkest value calculated in time for that location which produces a very bad result. For example, if one point sets a brightness level of 0.90 for a given pixel
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As an example, when printing a photographic negative with plentiful processing capability and on a printer with a hexagonal pattern, there is no reason to use sinc function interpolation. Such interpolation would treat diagonal lines differently from horizontal and vertical lines, which is like a
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The resulting image of SSAA may seem softer, and should also appear more realistic. However, while useful for photo-like images, a simple anti-aliasing approach (such as super-sampling and then averaging) may actually worsen the appearance of some types of line art or diagrams (making the image
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than is able to be properly resolved by the recording (or sampling) device. This removal is done before (re)sampling at a lower resolution. When sampling is performed without removing this part of the signal, it causes undesirable artifacts such as black-and-white noise.
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The most basic approach to anti-aliasing a pixel is determining what percentage of the pixel is occupied by a given region in the vector graphic - in this case a pixel-sized square, possibly transposed over several pixels - and using that percentage as the colour.
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Near the top of an image with a receding checker-board pattern, the image is both difficult to recognise and not aesthetically appealing. In contrast, when anti-aliased the checker-board near the top blends into grey, which is usually the desired effect when the
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In general, super-sampling is a technique of collecting data points at a greater resolution (usually by a power of two) than the final data resolution. These data points are then combined (down-sampled) to the desired resolution, often just by a simple
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is required to linearize the response curve of the sensor and display systems. If this is not taken into account, the resultant non-linear distortion will defeat the purpose of anti-aliasing calculations based on the assumption of a linear system
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The previous discussion assumes that the rectangular mesh sampling is the dominant part of the problem. The filter usually considered optimal is not rotationally symmetrical, as shown in this first figure; this is because the data is sampled on a
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level aliasing is suppressed, to make the third image and then that is down-sampled once more, without anti-aliasing, to make the fifth image, the order on the scale of the third image appears as systematic aliasing in the fifth image.
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For more sophisticated shapes, the algorithm may be generalized as rendering the shape to a pixel grid with higher resolution than the target display surface (usually a multiple that is a power of 2 to reduce distortion), then using
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materials smooth the signal in the spatial optical domain. The anti-aliasing filter essentially blurs the image slightly in order to reduce the resolution to or below that achievable by the digital sensor (the larger the
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Anti-aliasing is often applied in rendering text on a computer screen, to suggest smooth contours that better emulate the appearance of text produced by conventional ink-and-paper printing. Particularly with
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since it generates full-scene anti-aliasing in only two passes and does not require the use of additional memory required by the accumulation buffer. Object-based anti-aliasing was first developed at
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In a simple diamond image, anti-aliasing blends the boundary pixels; this reduces the aesthetically jarring effect of the sharp, step-like boundaries that appear in the aliased graphic.
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with anti-aliasing. Assuming that one would really like something like the average colour over each pixel, this one is getting closer. It is clearly more orderly than the first.
1000:(MSAA) support on GPUs, it is no longer widely used in real time applications. MSAA provides somewhat lower graphic quality, but also tremendous savings in computational power. 873: 742:, not using a continuous image. This sampling pattern is the justification for doing signal processing along each axis, as it is traditionally done on one dimensional data. 861: 1045:, and create a region in the image where the objects appear to blend into the background. The method has some important advantages over classical methods based on the 226:
is insufficient to show the detail. Even near the bottom of the image, the edges appear much smoother in the anti-aliased image. Multiple methods exist, including the
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the complexity of the shape increases. For purposes requiring very high-quality graphics or very complex vector shapes, this will probably not be the best approach.
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have unlimited detail and no noise other than arithmetic round-off error, they illustrate aliasing more clearly than do photographs or other measured data. The
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and another point calculated later barely touches that pixel and has a brightness of 0.05, the final value set for that pixel should be 0.95, not 0.05.
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since the space is occupied by both black and white tiles. These help make the sinc filter antialiased image appear much smoother than the original.
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Since this requires that the primitives be in some order, and hence interacts poorly with an application programming interface such as
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appear fuzzy), especially where most lines are horizontal or vertical. In these cases, a prior grid-fitting step may be useful (see
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Full-scene anti-aliasing by super-sampling usually means that each full frame is rendered at double (2x) or quadruple (4x) the
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format, and can perform transformation to linear space and back transparently, with essentially no loss in performance.
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resolution, and then down-sampled to match the display resolution. Thus, a 2x FSAA would render 4 super-sampled
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amplitude, the 2D Fourier transform of a circular region in 2D frequency space, as opposed to a square region.
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A very basic plot of a single, white-on-black anti-aliased point using that method can be done as follows:
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creating anti-aliasing primitives which vary in opacity. These anti-aliasing primitives are joined to the
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affects all of this, whether the anti-aliasing and sub-pixel addressing are done in software or hardware.
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The goal of an anti-aliasing filter is to greatly reduce frequencies above a certain limit, known as the
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Pure down-sampling of an image has the following effect (viewing at full-scale is recommended):
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Leler, William J. (July 1980). "Human vision, anti-aliasing, and the cheap 4000 line display".
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Minimising distortion artifacts when representing a high-resolution image at a lower resolution
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Left: an aliased version of a simple shape. Right: an anti-aliased version of the same shape.
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Le rĂ´le du filtre anti-aliasing dans les APN (the function of anti-aliasing filter in dSLR)
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In computer graphics, anti-aliasing improves the appearance of "jagged" polygon edges, or "
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is based on convolution of the data with a discrete representation of the sinc function.
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Proceedings of the 5th annual conference on Computer graphics and interactive techniques
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routine above cannot blindly set the colour value to the percent calculated. It must
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In order to properly compare these images, viewing them at full-scale is necessary.
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difficulty dealing with adjacent primitives (such as triangles that share an edge).
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M. Carmen Juan Lizandra (June 2000). "Graphic libraries for Windows programming".
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to remove the out-of-band component of the input signal prior to sampling with an
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functions in one or both dimensions, but for the purpose of this discussion, the
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Magnified portion of image lacking anti-aliasing (left) and anti-aliased (right)
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to determine the average intensity of each real pixel on the display surface.
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In signal acquisition and audio, anti-aliasing is often done using an analog
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of different frequencies, known as frequency components, and gives us the
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of each frequency component in the signal. The waves are of the form:
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is not sufficient, in general, to say what approach will look best.
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Anti-aliasing means removing signal components that have a higher
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2. Anti-aliased by blurring and down-sampling by a factor of five
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The most widely accepted analytic tool for such problems is the
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Important early works in the history of anti-aliasing include:
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4. An enhancement of the points removed from the previous image
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3. Edge points interpolated, then anti-aliased and down-sampled
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super-sampled and then down-sampled before being displayed.
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Maruszczyk, Kuba; Denes, Gyorgy; Mantiuk, Rafal K. (2018).
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is a technique for minimizing the distortion artifacts (
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Example of an image with extreme pseudo-random aliasing
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too long a tail to make a good filter (it is not even
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displayed on typical LCD screens, it is common to use
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Down-sampled again, without anti-aliasing 641:{\displaystyle \ \cos(2j\pi x)\cos(2k\pi y)} 161:are (and how much video memory it consumes). 550:Signal processing approach to anti-aliasing 820:There is also an approach specialised for 1164: 985:Super sampling / full-scene anti-aliasing 585: 69:Learn how and when to remove this message 32:This article includes a list of general 1232: 1065:Digital images are usually stored in a 930: 857: 1418:Antialiasing and Transparency Tutorial 832:in order to improve the final result. 7: 733:Sinc function, with separate X and Y 1061:Anti-aliasing and gamma compression 990:Super sampling anti-aliasing (SSAA) 765:Gaussian plus differential function 1455:. ATI Technologies. Archived from 1424:Interpolation and Gamma Correction 273:Simplest approach to anti-aliasing 38:it lacks sufficient corresponding 14: 1386:"Gamma error in picture scaling" 972: 960: 948: 933: 908: 896: 884: 872: 860: 569:; this decomposes a signal into 207: 192: 180: 168: 23: 1291:. A K Peters, Ltd. p. 39. 109:, and many other applications. 1242:ACM SIGGRAPH Computer Graphics 786:used at the lowest level in a 725:Two dimensional considerations 635: 620: 611: 596: 1: 265:laptop's display controller. 1426:In most real-world systems, 1216:Sampling (signal processing) 782:There are only a handful of 1435:The Future of Anti-Aliasing 659:are arbitrary non-negative 126:analog-to-digital converter 1508: 1487:Computer graphic artifacts 1036:Object-based anti-aliasing 813: 1152:Communications of the ACM 998:multisample anti-aliasing 83:digital signal processing 1492:Anti-aliasing algorithms 1288:Game Engine Architecture 979:4) 400 samples per pixel 698:is the frequency in the 690:is the frequency in the 283: 967:3) 25 samples per pixel 774:weak form of aliasing. 719:human visual perception 717:. Current knowledge of 53:more precise citations. 1221:Temporal anti-aliasing 1072:image editing software 955:2) 4 samples per pixel 766: 734: 642: 289:plot_antialiased_point 242: 1326:10.1145/333424.333433 1254:10.1145/965105.807509 1206:Anisotropic filtering 1166:10.1145/359863.359869 1127:10.1145/356625.356627 1115:ACM Computing Surveys 764: 732: 643: 544:bicubic interpolation 240: 87:spatial anti-aliasing 1462:on January 18, 2007. 584: 122:anti-aliasing filter 1047:accumulation buffer 788:real-time rendering 99:digital photography 1482:Digital typography 1211:Font rasterization 767: 744:Lanczos resampling 735: 715:transfer functions 686:of the component: 638: 255:subpixel rendering 243: 201:Lanczos resampling 1320:(4). ACM: 14–18. 1298:978-1-56881-413-1 1201:Alpha to coverage 1145:(November 1977). 1143:Crow, Franklin C. 1043:silhouetted edges 830:texture filtering 752:square-integrable 707:Nyquist frequency 682:together are the 589: 567:Fourier transform 199:Anti-aliased via 103:computer graphics 79: 78: 71: 1499: 1477:Image processing 1463: 1461: 1454: 1442: 1428:gamma correction 1405: 1404: 1402: 1401: 1392:. Archived from 1384:Brasseur, Eric. 1381: 1375: 1374: 1372: 1366:. Archived from 1353: 1344: 1338: 1337: 1309: 1303: 1302: 1278: 1272: 1271: 1270:. 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Index

references
inline citations
improve
introducing
Learn how and when to remove this message
digital signal processing
aliasing
Anti-aliasing
digital photography
computer graphics
digital audio
frequency
anti-aliasing filter
analog-to-digital converter
birefringent
pixel pitch
jaggies
graphics card
video memory
polygon edges



Lanczos resampling

resolution
sinc filter
pixels

fonts

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