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Advanced Computer Graphics Antialiasing

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Before sampling the image, use a low-pass filter to eliminate frequencies above ... Badly inflates storage requirements. Supersampling pros. Relatively easy ... – PowerPoint PPT presentation

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Title: Advanced Computer Graphics Antialiasing


1
Advanced Computer GraphicsAntialiasing
  • David Luebke
  • cs551dl_at_cs.virginia.edu
  • http//www.cs.virginia.edu/cs551dl

2
Administrivia
  • Assignment 1 sample scenes

3
Recap
  • Prefiltering
  • Before sampling the image, use a low-pass filter
    to eliminate frequencies above the Nyquist limit
  • This blurs the image
  • But ensures that no high frequencies will be
    misrepresented as low frequencies

4
Recap
  • Supersampling
  • Sample image at higher resolution than final
    image, then average down
  • Average down means multiply by low-pass
    function in frequency domain
  • Which means convolving by that functions FT in
    space domain
  • Which equates to a weighted average of nearby
    samples at each pixel

5
Recap
  • Supersampling cons
  • Doesnt eliminate aliasing, just shifts the
    Nyquist limit higher
  • Cant fix some scenes (e.g., checkerboard)
  • Badly inflates storage requirements
  • Supersampling pros
  • Relatively easy
  • Often works all right in practice
  • Can be added to a standard renderer

6
Antialiasing in the Continuous Domain
  • Problem with prefiltering
  • Sampling and image generation inextricably linked
    in most renderers
  • Z-buffer algorithm
  • Ray tracing
  • Why?
  • Still, some approaches try to approximate effect
    of convolution in the continuous domain

7
Antialiasing in the Continuous Domain
8
Antialiasing in the Continuous Domain
  • The good news
  • Exact polygon coverage of the filter kernel can
    be evaluated
  • What does this entail?
  • Clipping
  • Hidden surface determination

9
Antialiasing in the Continuous Domain
  • The bad news
  • Evaluating coverage is very expensive
  • The intensity variation is too complex to
    integrate over the area of the filter
  • Q Why does intensity make it harder?
  • A Because polygons might not be flat- shaded
  • Q How bad a problem is this?
  • A Intensity varies slowly within a pixel, so
    shape changes are more important

10
Catmulls Algorithm
A2
A1
  • Find fragment areas
  • Multiply by fragment colors
  • Sum for final pixel color

AB
A3
11
Catmulls Algorithm
  • First real attempt to filter in continuous domain
  • Very expensive
  • Clipping polygons to fragments
  • Sorting polygon fragments by depth (Whats wrong
    with this as a hidden surface algorithm?)
  • Equates to box filter (Is that good?)

12
The A-Buffer
  • Idea approximate continuous filtering by
    subpixel sampling
  • Summing areas now becomes simple

13
The A-Buffer
  • Advantages
  • Incorporating into scanline renderer reduces
    storage costs dramatically
  • Processing per pixel depends only on number of
    visible fragments
  • Can be implemented efficiently using bitwise
    logical ops on subpixel masks

14
The A-Buffer
  • Disadvantages
  • Still basically a supersampling algorithm
  • Not a hardware-friendly algorithm
  • Lists of potentially visible polygons can grow
    without limit
  • Work per-pixel non-deterministic

15
The A-Buffer
  • Comments
  • Book claims this is most common algorithm for
    high-quality rendering
  • Im not so sure, anymore
  • Book gives much gory detail
  • I wont test you on it

16
Stochastic Sampling
  • Sampling theory tells us that with a regular
    sampling grid, frequencies higher than the
    Nyquist limit will alias
  • Q What about irregular sampling?
  • A High frequencies appear as noise, not aliases
  • This turns out to bother our visual system less!

17
Stochastic Sampling
  • An intuitive argument
  • In stochastic sampling, every region of the image
    has a finite probability of being sampled
  • Thus small features that fall between uniform
    sample points tend to be detected by non-uniform
    samples

18
Stochastic Sampling
  • Integrating with different renderers
  • Ray tracing
  • It is just as easy to fire a ray one direction as
    another
  • Z-buffer hard, but possible
  • Notable example REYES system (?)
  • Using Image jittering is easier (more later)
  • A-buffer nope
  • Totally built around square pixel filter and
    primitive-to-sample coherence

19
Stochastic Sampling
  • Idea randomizing distribution of samples
    scatters aliases into noise
  • Problem what type of random distribution to
    adopt?
  • Reason type of randomness used affects spectral
    characteristics of noise into which high
    frequencies are converted

20
Stochastic Sampling
  • Problem given a pixel, how to distribute points
    (samples) within it?

21
Stochastic Sampling
  • Poisson distribution
  • Completely random
  • Add points at random until area is full.
  • Uniform distribution some neighboring samples
    close together, some distant

22
Stochastic Sampling
  • Poisson disc distribution
  • Poisson distribution, with minimum-distance
    constraint between samples
  • Add points at random, removing again if they are
    too close to any previous points
  • Very even-looking distribution

23
Stochastic Sampling
  • Jittered distribution
  • Start with regular grid of samples
  • Perturb each sample slightly in a random
    direction
  • More clumpy or granular in appearance

24
Stochastic Sampling
  • Spectral characteristics of these distributions
  • Poisson completely uniform (white noise). High
    and low frequencies equally present
  • Poisson disc Pulse at origin (DC component of
    image), surrounded by empty ring (no low
    frequencies), surrounded by white noise
  • Jitter Approximates Poisson disc spectrum, but
    with a smaller empty disc.

25
Stochastic Sampling
  • Watt Watt, p. 134

26
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