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jifengy

Because when we interpolated during the upsampling process, the green and blue are "blended" together at the edge of the ball. So then later when we put it over the background, the blended green appears at the edge of the ball

atarng

Without premultiplication, the blue object is blended together with the green background (without knowing that the green background is supposed to be transparent), and the bits of green get left over when we apply the alpha on top of the color.

peanut

Agree, and I think this question is actually detailed explained in the next slide.

keenan

Yep! Good answers. :-)

bcagan

So fringing occurs because information from some unrelated background is accidentally being upscaled with the color information of the object?

Osoii

At first I didn't get it that how the upsampling is done by bilinear interpolation. Then I realize you can imagine the upsampling as a bigger square shape, and the original image is a texture, and you use bilinear interpolation to do the texturing, which is the upsampling.

barath

so, after some Algebra, I found that the difference between Pre-Multiplied and Non-pre Multiplied is a factor of 1/(alphaA + alphaB - alpha*alphaB). So, will multiplying Non-pre Multiplied answer by the above factor lead to a Pre-Multiplied Equivalent?

xiaol3

The edge would be blended with blue and green if we don't premultiply.

diegom

Yeah echoing what was said above, the bilinear interpolation used for upsampling blended a bit of green into the fringe of the blue blob there. I'm curious as to what would've happened if we hadn't upsampled. In theory, we could still blend the original images that aren't upsampled and maybe those wouldn't have this fringe artifact?

Azure

Yeah, I think the issue that's causing the green fringe is the interpolation during upsampling. By premultiplying we kinda get rid of this, causing the fringes to interpolate with a black background which is less conspicuous/fades to "nothing"/combines well with background.