3 ms·
AA requires integer multiples of computing power and possibly another video frame or temporary matrix kernel registers equal to the number of pixels computed in
by 1letterunixname 3y ago
AA requires integer multiples of computing power and possibly another video frame or temporary matrix kernel registers equal to the number of pixels computed in parallel.
The simplest form of AA is linear 2x which requires 4x the raw rendering computing power. The kernel applied is [[0.25 0.25][0.25 0.25]] where each cell represents a neighbor pixel in the expanded virtual frame reduced via a scalar sum.
- msephton 3y agoThanks for the detailed insight! I'm sure you noticed that I took the easy way out in the blog post. :)
- jaen 3y agoThis only applies to the most common form of anti-aliasing, multisampling. There is also analytical anti-aliasing, which derives the pixel coverage directly from the equations of the shape (for vector graphics), see eg. the implementation in Skia [1], or for a classic, Wu's algorithm [2]. [1]: https://docs.google.com/document/d/17Gq-huAf9q7wA4MRfXwpi_bYLrVeteKcSfAep0Am-wA/edit https://docs.google.com/document/d/17Gq-huAf9q7wA4MRfXwpi_bY... [2]: https://en.wikipedia.org/wiki/Xiaolin_Wu%27s_line_algorithm https://en.wikipedia.org/wiki/Xiaolin_Wu%27s_line_algorithm
- msephton 3y agoThe first illustration app I used that offered anti-aliasing was Xara Studio, which ran on very modest Windows PC hardware in 1995. Originally it was called ArtWorks and ran on 8MHz Acorn Archimedes with 2MB RAMin 1992! I guess it used an anti-aliasing solution like this? http://www.cconcepts.co.uk/products/artworks.htm#:~:text=ArtWorks%20is%20an%20entirely%20new,to%20our%20other%20publishing%20products http://www.cconcepts.co.uk/products/artworks.htm#:~:text=Art....
- sgerenser 3y agoI’d also note that on the CRT monitors of the time, the stair-stepping of non-antialiased lines was not nearly as evident as on a modern, sharp LCD.