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The problem is not texture antialiasing (which is essentially solved). The problem is shape antialiasing, whether many distant small shapes are so close togeth
by enriquto 5y ago
The problem is not texture antialiasing (which is essentially solved). The problem is shape antialiasing, whether many distant small shapes are so close together that become a sort of translucent buzz, which is very computationally heavy to compute.
- gmueckl 5y agoREYES renderers had a pretty nifty solution for shape antialiasing with their slicing and dicing of geometry into sub-pixel sized primitives. That was in the 80s, just for reference. Unfortunately, this method has a pretty complex implementation and just doesn't play all that well with hardware rasterization or path tracing and has since fallen out of favor.