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Computer Graphics

Dr.S.Sivakumar,Principal

C.P.A College, Bodinayakanur

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Antialiasing

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Outline

  • What is antialiasing?
  • How do we see the affects of antialiasing?
  • What can we do about it?
  • Math behind antialiasing
  • Antialiasing in modern day graphics cards
  • Advanced stuff on AA

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Let’s Revisit a pixel

  • A pixel is which of these things (theoretically)?
    • point
    • circle/disk
    • square/rectangle
    • has area
    • has a location
    • sample

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White Picket Fence

  • What happens when we back away?
    • 1: with a camera /eye
    • 2: with OpenGL
    • 3: with ray-tracing
  • What’s the cause of the difference?
  • A pixel could be too BIG!

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A New Thought about Images

  • Images are really a 2D function
  • Here’s an image plotted as a height field
  • Now we store this image as an “array” of points. What does that mean?

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We Sample the Image Function

  • Here is the sampling function. It is called the delta function

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Thus we are “sampling” a continuous image function

  • We call these samples at this regular grid of points, pixels.
  • Pixels are a sampling of the function that describes the image.
  • We store these pixels into memory as an array of colors.
  • How densely should we sample?
  • What would govern this?

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Samples

  • Continuous - function with values at any input. Most things in the world. Ex. sine and cosine
  • Discrete - function with values only at specific inputs. Computers are discrete.
  • What is a 1D example? a 2D example?
  • To convert from a continuous function to a discrete one, we discretize or sample
  • To convert form a continuous variable to a discrete one, we quantize
  • When we render an image (which is a continuous function, why?), we sample and quantize

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Let’s get grounded with an example

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Similar examples?

  • High frequency information, low sampling.
    • Examples?
      • Train comes every 2 hours. You go every 2:15. How long do you wait?
      • Audio. 44/48 Khz signal. 11 Khz Sample
    • What is the result?
    • Images
      • 8 MP vs 4 MP vs 640 x 480

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A quick footnote into frequency analysis

  • A way to understand the sampling question is to convert the function into a different “space” or domain.
  • We use the Fourier Transform to convert the function (in our case the image) into the frequency domain.

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What does sampling mean?

  • What happens if we don’t sample enough?

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Aliasing

  • If we sample at too low a rate, the high frequencies in the image appear as lower frequencies.
  • How do we fix it?
  • Increase sampling
  • Remove high frequencies

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Aliasing Manifestations

  • Pixels approximating a signal

  • Pixels aren’t small enough and MISS information

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Aliasing

  • Aliasing manifests itself as “jaggies” in graphics. Thus we don’t have enough pixels to accurately represent the underlying function. Check out what happens when we increase our sampling.

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Aliasing

  • Aliasing also manifests itself in repeating patterns
  • Car wheels
  • Big picture:
    • Continuous signal
    • Discrete sampling (pixels, frames, etc.)
    • Aliasing represents misrepresentation (hence the name) involved
  • How do we fix it?

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Fixing Aliasing

  • Increase Resolution
  • What’s wrong with this approach?
  • Filtering is another possibility
    • We want to remove the high frequency areas
    • How would we do that?
  • Let’s re-examine what a pixel is in reality.

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Pixels are points

  • But when we display the points, what happens?
  • Each pixel is actually a “blob” on the CRT. This blob has energy that falls off close to a Gaussian.
  • Thus the CRT has a built in “blurring” system. Think about how this works with resolution of your monitor.

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Let’s recall

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Point Sampling

  • Thus for each pixel, we are “sampling” a specific point. In the frequency domain we get:
  • To convert from frequency to spatial domains, we do an integration.
  • To get around point sampling we should come up with another sampling technique

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BiLinear Sampling

  • What we will do is use a bilinear filter.
  • This reduces the high frequencies (which cause aliasing)
  • Interpolate between samples.

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BiLinear Sampling

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What are we doing?

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Blurring

  • Remember, blurring removes high frequencies, which cause aliasing.
  • We can do other filtering besides bilinear, and we would like to to avoid artifacts.
  • http://graphics.lcs.mit.edu/classes/6.837/F98/Lecture11/Slide27.html
  • How would we blur using our traditional graphics pipeline?

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Two ways to Antialias

  • Increase resolution (increase sampling)
    • or
  • Supersampling

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Increase Rendering Resolution

  • Render the image at a higher resolution and downsample.
  • Really, you are letting your eye do some filtering for you.

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Supersampling

  • For each pixel, we would like to figure out what “percentage” is covered.

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Supersampling

  • For each pixel, sample at multiple points.
    • What is the distribution of these points?
      • Uniform Grid
      • Random
      • Psuedo-random
      • How many?
      • How far away from center should I try?
    • How would I program this?

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Line Antialiasing

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Full Screen Antialiasing

  • Another way to do the supersampling is to do full screen antialiasing
  • We want to draw the image with several camera jitter positions and average the answers
  • Can you see why this would give us near similar answers?
  • That’s what they mean by 2-tap, 4-tap antialiasing
  • What does this require?
    • Memory-wise
    • Computation-wise
  • How would you implement this?

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Full Screen Antialiasing Example (Exaggerated)

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Antialiasing in OpenGL

  • To do this in OpenGL, use the Accumulation buffer
    • glAccum(GL_ACCUM, FRAMES_TO_AVERAGE);
    • glAccum(GL_LOAD, 1);
    • glAccum(GL_RETURN);
  • VERY SLOW! What does this mean memory wise?
  • Other approahces: graphics cards, quincux

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Aliasing Examples

  • From: http://www.os2ezine.com/v1n7/colorwks.html

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Hardware Antialiasing

  • Don’t just generate 1 answer to write to a pixel
  • nVidia Quincunx AA (2000 – GeForce3)
  • Result

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Results from http://www.techreport.com/etc/2005q3/sli-aa/index.x?pg=4

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Difference

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OpenGL Antialiasing

  • Points and Lines
    • glEnable(GL_POINT_SMOOTH);
    • glEnable(GL_LINE_SMOOTH);
  • Triangles
    • glEnable(GL_POLYGON_SMOOTH);
      • Provides blend alpha at edges of a triangle