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This (and its optimized cousin MSAA) has a huge performance and bandwidth cost relative to its quality increase. It fixes conflation on shared edges (the proble
by Rusky 7y ago
This (and its optimized cousin MSAA) has a huge performance and bandwidth cost relative to its quality increase. It fixes conflation on shared edges (the problem you describe) but 16x supersampling only gives you 16 possible opacities to work with for antialiased edges.
The analytic approach taken here and by Pathfinder gets to use all 256 possible opacities, and uses less bandwidth than supersampling, but has conflation artifacts. To match that with supersampling you'd need to scale from 100x100 to 1600x1600. Because of this most renderers also have the conflation problem (try it in your browser with an SVG), so a lot of content in the wild works around it.
There are other approaches that are low-bandwidth and solve the conflation problem, but at the cost of higher GPU requirements or higher complexity. For example, http://w3.impa.br/~diego/projects/GanEtAl14/ http://w3.impa.br/~diego/projects/GanEtAl14/ or http://hhoppe.com/proj/ravg/ http://hhoppe.com/proj/ravg/.