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In article <3ef15629@news.povray.org>, Warp <war### [at] tagpovrayorg>
wrote:
> An alternative, perhaps more elaborated functionality could be this:
> All necessary antialiasing rays are shot, but if all of them hit a
> no_antialiasing object, then only one of the rays is taken into account
> (the one which would have been shot if no antialiasing had been used).
> (This helps antialiasing the borders of an object which is in front of a
> no_antialiasing object.)
One of my ideas is some way of increasing the weighting of an object. A
very thin mesh of a hair or grass blade would then contribute to the
color of a pixel even when it is only hit by a few samples, instead of
being antialiased into oblivion. Or a star would shine brightly even
when it only covered a small area of a pixel. Maybe you could increase
the weighting depending on the distance the rays have traveled...maybe
even using ray differentials.
One of the other things that needs to be done is to do clipping after
the antialiasing. An extremely bright object should contribute more to a
pixel than just a white one. However, because simple clipping is used,
this makes super-bright objects appear unantialiased...I think an
antialiasing filter could be designed that avoided this, though. Or just
save to a high dynamic range format and let someone else worry about
clipping. ;-)
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/
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