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Started by Guy Schafer
Mon, 15 Sep 1986 21:00
How is anti-aliasing done?
Author: Guy Schafer
Date: Mon, 15 Sep 1986 21:00
Date: Mon, 15 Sep 1986 21:00
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1766 bytes
This might be a bunch of dumb questions, for I am but a simple man.
How is anti-aliasing done?
I've seen the effects of anti-aliasing and am suitably impressed. However,
I can't seem to think of a good algorithm to do it. Just averaging the
(color, intensity, brightness?) of the two cells adjacent to any object
boundary sounds good but there are a few problems:
-Should you take the average of all eight cells adjacent to the cell to
be changed? If not, along which axis is the average taken?
-The old value of a cell (before anti-aliasing) must be remembered or the
averages will be screwed up on any adjacent cells. This seems inefficient
at best, stupid at worst. (Is it me?)
-How do you determine the location of a boundary? Any sufficient (color,
intensity, brightness?) difference between adjacent cells? Or is it known
at the time the object is 'built?'
I'm not afraid of coding if I know the algorithm and am willing to play
around with the code to get good results, but obviously I'm a 'duppa'
(fog-bound child). Does anyone know a common or good algorithm or have
some code hanging around (any language) that will give me a glimmer?
Thanks in advance.
>< ...{ decvax!linus | seismo!harvard }!axiom!gts
"Gilt are the chains of god."
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