Uttar
11-16-02, 01:13 PM
Hello everyone,
After doing a lot of investigation, I found that the AA algorithm I described in another thread is nothing more than Wu Antialiasing algorithm, described at SIGGRAPH 91.
The result is good quality antialiasing at a low cost. And if you add Floating Point & Alpha Blending, Wu Antialiasing becomes a very good alternative!
In September 1992, Michael Abrash, who was a programmer for Quake and which currently works for Microsoft ( his main occupation there is the XBox ) , thinked using Wu Antialiasing to increase texture mapping quality is an interesting idea, but it could be a little too slow for the time...
trust, however, that you can see how easy it would be to
improve image quality by antialiasing with the DDA approach. For example, we
could simply average the four surrounding pixels as we did for simple,
unweighted antialiasing in this column last year. Or, we could take a Wu
antialiasing approach (see my June column) and average the two bracketing
pixels along each axis according to proximity.
Today, Wu Antialiasing united with DDA in real time is VERY easy on a CPU. And on a dedicated processor such as a GPU, it's even less costly :)
However, problems arise about alpha blending because it's order-dependant. Now, there are a LOT of possible solutions, but none are perfect. But this thread isn't about that.
This thread is about knowing if you think nVidia found such a solution, implemented it in the NV30, and will announce it Monday.
So, what do you think?
Uttar
After doing a lot of investigation, I found that the AA algorithm I described in another thread is nothing more than Wu Antialiasing algorithm, described at SIGGRAPH 91.
The result is good quality antialiasing at a low cost. And if you add Floating Point & Alpha Blending, Wu Antialiasing becomes a very good alternative!
In September 1992, Michael Abrash, who was a programmer for Quake and which currently works for Microsoft ( his main occupation there is the XBox ) , thinked using Wu Antialiasing to increase texture mapping quality is an interesting idea, but it could be a little too slow for the time...
trust, however, that you can see how easy it would be to
improve image quality by antialiasing with the DDA approach. For example, we
could simply average the four surrounding pixels as we did for simple,
unweighted antialiasing in this column last year. Or, we could take a Wu
antialiasing approach (see my June column) and average the two bracketing
pixels along each axis according to proximity.
Today, Wu Antialiasing united with DDA in real time is VERY easy on a CPU. And on a dedicated processor such as a GPU, it's even less costly :)
However, problems arise about alpha blending because it's order-dependant. Now, there are a LOT of possible solutions, but none are perfect. But this thread isn't about that.
This thread is about knowing if you think nVidia found such a solution, implemented it in the NV30, and will announce it Monday.
So, what do you think?
Uttar