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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 longer an actual line, moving it about or putting it next to other shapes creates a myriad of visual oddities, which is what we re referring to with the term aliasing. ....

Baja California , Silicon Graphics , University Of Zaragoza , Game Rendering , Time Spy , Virtual Super Resolution , Dynamic Super Resolution , Enhanced Sub Pixel , Multi Frame Sampled Anti Aliasing , Deep Learning Super Sampling , பஜா கலிஃபோர்னியா , சிலிக்கான் கிராபிக்ஸ் , பல்கலைக்கழகம் ஆஃப் ஸாரகோஸ , விளையாட்டு ரெண்டரிங் , நேரம் உளவு , மெய்நிகர் அருமை தீர்மானம் , மாறும் அருமை தீர்மானம் , ஆழமான கற்றல் அருமை மாதிரி ,