How 3D Game Rendering Works: Anti-Aliasing
Playing the blame game Mathematically, aliasing is caused where a continuous signal is transformed into a discrete set of values, via sampling. Rasterizing a straight or curved line induces spatial aliasing -- these geometric shapes effectively consist of an infinite number of points between two locations in space, and representing it using a fixed number of pixels will always result in an approximation of that line, no matter how pixels are used. Since the pixelated version of the line is no...
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Source: techspot.com