Area-coverage antialiasing assigns an edge pixel a value based on the fraction of its footprint covered by a geometric shape. In a simple rasterization model with constant foreground value , constant background value , and a uniformly weighted pixel region , let be the shape. ThenEquivalently, is the average of the shape's indicator function over . This is a spatial average: a partially covered opaque shape can produce an intermediate pixel value without its material being transparent. Filtering the image over a finite region reduces the abrupt changes produced by deciding coverage at one sample point.[ref]
For a worked example, take the unit-square pixel and a white shape covering over a black background. The diagonal divides the square into equal areas, so and the pixel gets half the white value. A single center sample lies exactly on the edge and must choose one side by a convention; a tiny edge movement can flip that binary decision. The covered area instead changes continuously. The arithmetic applies to values proportional to light, before a nonlinear display encoding.
Exact geometric coverage and multiple sample tests are two ways of estimating this average; a finite set of samples can miss a sufficiently thin shape. Uniform footprint averaging also has limits: its abrupt filter boundary does not remove every high-frequency component, so it reduces aliasing without guaranteeing a perfectly band-limited image.[ref]
Physically Based Rendering: From Theory to Implementation (4th edition) by Matt Pharr and others. section 8.8.1, box filter and residual aliasing
Articles by others on the same topic
There are currently no matching articles.