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bcagan

This would be super expensive to calculate in actual software, I have to thing, what kind of methods are used to effectively "calculate" this in real software? (Is this what an anti-aliasing algorithm/method does?)

keenan

@bcagan If you want to handle the general case, there aren't too many special tricks you can pull. For instance, to generate these images I ran a software renderer that really takes 32x32 samples per pixel. Equivalently, you could render an image that's 32x larger with no supersampling, then downsample it to the original size by averaging 32x32 blocks.

bcagan

Oh interesting. I guess in real time graphics 32x32 super-sampling just isn't used that often then?

0x484884

If we don't have great resolution (like in this picture) then does getting rid of aliasing add blur? It seems like once the frequencies of the patterns get high enough compared to the resolution there is no way to represent it well.

idontknow

@bcgan In video games I think it's pretty common for antialiasing to use 2x2 supersamples or 4x4, sometimes 8x8 if you have a fancy computer. 32x32 seems way too expensive because there are diminishing returns with how the antialiasing looks

bcagan

@0x484884 I think in general anti-aliasing creates a softer image.