Lecture 10: Anti-aliasing

Computer graphics in Game development

Ivan Belyavtsev

5.02.2021

Kotelnikov theorem

If a function \(x(t)\) contains no frequencies higher than \(B\) hertz, it is completely determined by giving its ordinates at a series of points spaced \(1/2B\) seconds apart. [1]

Super-sampling anti-aliasing

  1. Trace 4 uniform rays per pixel
  2. Blend resulted colors [2]

Temporal anti-aliasing

  1. Render scene with subpixel jitter
  2. Reproject the pixel to world-space using depth buffer
  3. Use world space to find previous screen space position
  4. Offset previous position using motion vectors
  5. Use this to look up the previous color
  6. Blend resulting colors with the previous result[3]

Lab: Anti-aliasing

Homework

  1. Implement ray tracing labs
  2. Commit&push your implementation
  3. Make sure that the teacher has access to your repo (djbelyak)
  4. Point the repo’s URL and tag (branch, or commit hash) in Moodle

Due date: Friday, 19 February 2021, 12:00 AM

References

1.
Kotel’nikov V.A. On the transmission capacity of ’ether’ and wire in electric communications // Usp. Fiz. Nauk. Uspekhi Fizicheskikh Nauk, 2006. Vol. 176, № 7. P. 762–770.
2.
Shirley P. Ray tracing in one weekend. second. Amazon.com Services LLC, 2019. Vol. 1.
3.
Karis B. High quality temporal anti-aliasing [Electronic resource]. 2014. URL: https://de45xmedrsdbp.cloudfront.net/Resources/files/TemporalAA_small-59732822.pdf.
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