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Old 4th Jul 2005, 11:04   #1
WilHarris
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Aliasing and Filtering explained

http://www.bit-tech.net/hardware/200...ltering/1.html

I'm pretty pleased with how this turned out. It's simple, and possibly a little simplistic, but I think it gets over the ideas behind these techniques without burying you in jargon. Thoughts?
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Old 4th Jul 2005, 11:17   #2
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Great job, Wil. Enough detail to understand what's going on without being just too complicated for the mortal man to comprehend (Sorry Tim ) - I'll definitely be showing this to people rather than trying to explain myself
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Old 4th Jul 2005, 11:28   #3
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Nice, but am I supposed to be able to see something in this shot?



It's a bit on the dark side!
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Old 4th Jul 2005, 11:47   #4
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Pretty good stuff The basics explained without going too overboard. A good read while I have a tea-break, cheers!
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Old 4th Jul 2005, 12:17   #5
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Quote:
Originally Posted by mrplow
Nice, but am I supposed to be able to see something in this shot?

[ img]http://www.bit-tech.net/content_images/aliasing_filtering/hl2noaf.jpg[/ img]

It's a bit on the dark side!
lol thats what i was thinking, what bricks?

also those comparison screenies would probably work better if they were a bit bigger, had to zoom in to see the jaggies and nojaggies properly
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Old 4th Jul 2005, 12:22   #6
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Excellent Read, it’s certainly helped me understand AA an AF better.

Thought the comparison screenshots where fine though, perhaps you guys need to tweak your monitor settings
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Old 4th Jul 2005, 12:26   #7
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Very good read, one of the best articles yet.
Explained everything in a way I could understand.
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Old 4th Jul 2005, 13:08   #8
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Very good article, i don't agree about the pictures though - the bricks example worked really well for me!
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Old 4th Jul 2005, 13:25   #9
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oh ok, i can see the bricks on this monitor, secondary monitor is set too dark
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Old 4th Jul 2005, 13:50   #10
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Hmmp.. JPG? Horrible quality... why dont you use png or gif.. much smaller and better quality with pic that have only a few colors in it.


Good job.
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Old 4th Jul 2005, 15:40   #11
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Quote:
Originally Posted by mrplow
Nice, but am I supposed to be able to see something in this shot?



It's a bit on the dark side!
I thought the same, but after I tweaked the gamma and contrast in my display settings I could see it OK.

Good article, BTW...
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Old 4th Jul 2005, 15:59   #12
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I think most of us can agree that a brighter spot would have made a better example in the dark photo. But, either way, excellent article - you've made AA and AF easy to understand
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Old 4th Jul 2005, 16:32   #13
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Fantastic article
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Old 4th Jul 2005, 17:03   #14
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Quote:
Originally Posted by RotoSequence
I think most of us can agree that a brighter spot would have made a better example in the dark photo. But, either way, excellent article timmers - you've made AA and AF easy to understand
I didn't write it, but I had an input.
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Old 4th Jul 2005, 17:48   #15
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Quote:
Originally Posted by bigz
I didn't write it, but I had an input.
Oops
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Old 4th Jul 2005, 18:31   #16
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Fantastic article
Indeed! /buttkiss
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Old 4th Jul 2005, 19:31   #17
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Quote:
Originally Posted by mrplow
Nice, but am I supposed to be able to see something in this shot?
Well, it shows my monitor's set up right, unlike some.

Perhaps links to some freeware aids should be added to the article?

I understood all that and my head doesn't hurt too much,
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Old 4th Jul 2005, 21:32   #18
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I'm pretty sure rotated grid 4xAA is _not_ rotated by 45 degrees... I think something more like 26.565 degrees would work better as then the four points have X and Y-ordinates regularly spaced along each axis, so for near-vertical and horizontal lines (where aliasing is arguably worst) it is of the best quality you can do.

OTOH NVidia and ATI might have decided to use 45 degrees for some perverse reason I am too stupid to comprehend... Or maybe I should patent the angle "26.565 degrees" and sell it to them

[edit] Found an in depth article on this http://www.3dcenter.org/artikel/mult...g/index6_e.php with some pictures:


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Old 5th Jul 2005, 08:52   #19
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An example of a difference between ATI and Nvidia is the fact that ATI implement gamma-corrected AA on all their 9700+ cards, a technique which samples alpha particles inside triangles as well as gamma particles on the outside of triangles. This is only implemented by Nvidia on the 7800 GTX.

Gamma particles? Is this some sort of inside joke?

I think you have perhaps simplified too much ...

Multisampling does not require samples to be shared between pixels. Its an approach some vendors use to try to get better image quality.

It's misleading to say mipmaps are lower-quality distance textures. They are multi-resolution texture image sets (pyramids) used to approximately match the variable resolutions needed for different object scalings by choosing the closest matching (or pair of matching) images. You probably meant that, but it's not what the article is saying ...
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Old 5th Jul 2005, 10:53   #20
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very nice article. explains without confusing. gives enough information to inform, without being too technical, and gives the reader many avenues to explore if they want to know more.
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