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Forums > C64 Pixeling > Anti-Aliasing
2006-05-17 16:39
Tch
Account closed

Registered: Sep 2004
Posts: 512
Anti-Aliasing

I thought I understood but I am confused again.

What the hell is Anti-aliasing?
 
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2006-11-15 22:23
Death Demon
Account closed

Registered: Feb 2005
Posts: 68
Helm : So the algorithm you're talking about there is contrast weighted sub-sampling. And it looks like garbage. The higher the contrast, the more obvious the aliasing. The reason is that there's a much larger frequency differential between both images. Aliasing is worsened the further outside of the Nyquist rate that you sample. The Nyquist rate is twice the frequency you are sampling. When sampling high frequency, you have to do higher frequency samples, ie. more samples per pixel. Algorithmically can do this perfectly. In computational hardware where framerate is important, you can't do this because it takes too much time to calculate the frequency. But when you're doing offline rendering in software, it's not a big deal.

Manually, you have the same capabilities. But I don't think there's any manual method for anti-aliasing that can't be covered by algorithms. If there is, and you write a paper, you're going to receive a lot of money because I'm not aware of any.
2006-11-15 22:48
jailbird

Registered: Dec 2001
Posts: 1576
Yeah that's very nice, but what all this has to do anti-aliasing on Commodore 64? I'd like to see that algorithm which emulates e.g. Electric's or miss Mermaid's anti-aliasing, I could even write a paper about that. Now where can I apply for the lot of money?
2006-11-16 01:14
ptoing

Registered: Sep 2005
Posts: 271
The keyword here is aethetic choice. No algorithm can determine to antialias so that it looks the most pleasing regarding to all parts of the picture, especially not in pixelart.
2006-11-16 02:33
Helm
Account closed

Registered: Jul 2006
Posts: 25
"Helm : So the algorithm you're talking about there is contrast weighted sub-sampling."

No... not at all.
2006-11-18 14:24
ChristopherJam

Registered: Aug 2004
Posts: 1382
algorithm; I used antialiasing to do sub pixel scrolling in the first part of Effluvium. I needed to be able to scroll the background behind the techtech scroll by one character distance in 8 steps, even though it was multicolour. I just pixelled it by hand, but that was because I wrote that part back around 1990 before I started cross developing; if I did it today I'd probably AA as part of an image converter.
2006-11-18 16:33
algorithm

Registered: May 2002
Posts: 702
christopherjam: Lovely zoomer and rotator in that demo.
2006-11-18 18:22
Oswald

Registered: Apr 2002
Posts: 5031
yeah \o/ CJ: I'd like to see a faster version of that 3d engine at the end of the demo with kewler movements :)
2006-11-19 11:19
ChristopherJam

Registered: Aug 2004
Posts: 1382
Thanks Algorithm.

Oswald - yeah, I was in the middle of writing the matrix inversion so I could do a flyby for the last part, but it was getting close to the official deadline, so I thought fuckit I'll actually spend some time socialising with all these mad Europeans instead :). The main place I could try and optimise is the edge clipper - I'm taking around 1000 cycles to find where a 16 bit precision line segment crosses a z-plane...

Watch this space though, I've got a kinda-3d entry coming up for the Game Over(view) Freestyle Game Jam compo (cf http://bovine.artificial-stupidity.net:1202/gameoverview/jam.ht.. ).
2006-11-19 11:26
Radiant

Registered: Sep 2004
Posts: 639
CJ: Too bad you couldn't finish your demo for BFP, hope to see something next time. :-) Effluvium rocks!
2006-11-19 11:52
ChristopherJam

Registered: Aug 2004
Posts: 1382
Thanks. Got a bit too ambitious this year, but not sure that I'll make it to the Northern Hemisphere in 2007. Should really try and sort out some aussie events - I know there are a few Perth sceners around (Hi guys!)
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