POV-Ray : Newsgroups : povray.general : Anti-aliasing option. Server Time
6 Aug 2024 06:15:25 EDT (-0400)
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From: John VanSickle
Subject: Re: Anti-aliasing option.
Date: 9 Jun 2002 15:02:12
Message: <3D03A630.9BDD818A@hotmail.com>
Rune wrote:
> 
> I think object-specific AA could work well. The biggest problem as I
> see it would be to make bounding objects that were tight enough so
> that not too many calculations are wasted...

Which is why the user would have to specify a specific aa-bound;
that way the user could be precise in selecting the areas that need
it; he could even select a portion of the object, if it were just
that one portion that was the problem.

Regards,
John


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From: John VanSickle
Subject: Re: Anti-aliasing option.
Date: 9 Jun 2002 15:06:18
Message: <3D03A729.E6E3D740@hotmail.com>
Apache wrote:
> 
> Technically a really hard thing to do.
> If POV-Ray is going to do this, it should be able to trace the edges
> of objects on the screen. Try doing this with isosurfaces ;-)

There is no need to trace the edges.  It merely tests to see if the
bounding object covers the pixel currently being traced.  POV-Ray
already uses bounding objects heavily.  If so, the *pixel* is anti-
aliased at a higher level.

Regards,
John


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From: John VanSickle
Subject: Re: Anti-aliasing option.
Date: 9 Jun 2002 15:08:14
Message: <3D03A79D.C63D801E@hotmail.com>
Warp wrote:
> 
>   I think that it would require that if the ray hits the object
> which has to be antialieased for the first time in the current line,
> we have to go back one pixel and render it again antialiased.
> And thinking about it, it would also require rendering the same pixel
> in the previous line again the first time we hit the object
> vertically.

This would be an issue with sampling method 2.  Sampling method 1
doesn't worry as much about neighboring pixels.

Regards,
John


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From: Hermann Voßeler
Subject: Re: Anti-aliasing option.
Date: 10 Jun 2002 16:31:21
Message: <3D050A47.8090801@webcon.de>
> Warp wrote:
>>  I think that it would require that if the ray hits the object
>>which has to be antialieased for the first time in the current line,
>>we have to go back one pixel and render it again antialiased.
>>And thinking about it, it would also require rendering the same pixel
>>in the previous line again the first time we hit the object
>>vertically.

John VanSickle wrote:
> This would be an issue with sampling method 2.  Sampling method 1
> doesn't worry as much about neighboring pixels.

No, to the contrary: method 1 has to go back if it detects a need of AA.
method 2 always keeps the current and the last generation of pixels
(of a square) and thus is always prepared for kicking in the AA.


Regards,
Hermann


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