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Jake Stine
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Not sure this is a product of "attacking a problem from a different angle" as it is a case of "new technology finally made it a viable solution."
There were age-old AA methods using final-scene pixel filters 20 yrs ago. The main problem was that they were actually much slower (back then) than doing poly-edge AA. This because both the cost of per-pixel filtering was very expensive and also because poly counts were much lower, so edge-aliasing made a mot more sense on a bandwidth level as well.
Furthermore, increased texture res helps the filters out as well: the effect it had on the (often blocky and low-res) textures wasn't particularly inspiring, and you'd spend your time trying to have the filter account for that (unsuccessfully). Nowdays, it is no longer a concern. (yay!)
Fast Approximate Anti-Aliasing (FXAA)
Anti-aliasing has an intimidating name, but what it does for our computer displays is rather fundamental. Think of it this way -- a line has infinite resolution, but our digital displays do not. So when we "snap" a line to the pixel grid on our display, we can compensate by imagineering partial ...
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Dec 18, 2011
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