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Anti-aliasing (other)
Anti-aliasing may refer to any of a number of techniques to combat the problems of aliasing in a sampled signal such as a digital image or digital audio recording. Specific topics in anti-aliasing include: * Anti-aliasing filter, a filter used before a signal sampler to restrict the bandwidth of a signal such as in audio applications. * Manual anti-aliasing, an artistic technique done in pixel art graphics to smooth transitions between shapes, soften lines or blur edges. * Computer-generated imagery (CGI), the application of computer graphics for creating or improving images in art, printed media, simulators, videos and video games. ** Spatial anti-aliasing, the technique of minimizing aliasing when representing a high-resolution image at a lower resolution ** Fast approximate anti-aliasing (FXAA), an anti-aliasing algorithm created by Timothy Lottes under Nvidia. May also be referred to as Fast Sample Anti-aliasing (FSAA). ** Multisample anti-aliasing (MSAA), a type of spatial ...
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Aliasing
In signal processing and related disciplines, aliasing is an effect that causes different signals to become indistinguishable (or ''aliases'' of one another) when sampled. It also often refers to the distortion or artifact that results when a signal reconstructed from samples is different from the original continuous signal. Aliasing can occur in signals sampled in time, for instance digital audio, or the stroboscopic effect, and is referred to as temporal aliasing. It can also occur in spatially sampled signals (e.g. moiré patterns in digital images); this type of aliasing is called spatial aliasing. Aliasing is generally avoided by applying low-pass filters or anti-aliasing filters (AAF) to the input signal before sampling and when converting a signal from a higher to a lower sampling rate. Suitable reconstruction filtering should then be used when restoring the sampled signal to the continuous domain or converting a signal from a lower to a higher sampling rate. F ...
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Deep Learning Anti-aliasing
Deep learning anti-aliasing (DLAA) is a form of spatial anti-aliasing created by Nvidia. DLAA depends on and requires Tensor Cores available in Nvidia RTX cards. DLAA is similar to deep learning super sampling (DLSS) in its anti-aliasing method, with one important differentiation being that DLSS's goal is to increase performance at the cost of image quality, where the main priority of DLAA is improving image quality at the cost of performance, irrelevant of resolution upscaling or downscaling. DLAA is similar to temporal anti-aliasing (TAA) in that they're both spatial anti-aliasing solutions relying on past frame data. Compared to TAA, DLAA is substantially better when it comes to shimmering, flickering, and handling small meshes like wires. DLAA collects game rendering data such as raw low-resolution input, motion vectors, depth buffers, and exposure / brightness information. This Information is then used by DLAA to improve upon its anti-aliasing, with the aim of reducing temp ...
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Aliasing
In signal processing and related disciplines, aliasing is an effect that causes different signals to become indistinguishable (or ''aliases'' of one another) when sampled. It also often refers to the distortion or artifact that results when a signal reconstructed from samples is different from the original continuous signal. Aliasing can occur in signals sampled in time, for instance digital audio, or the stroboscopic effect, and is referred to as temporal aliasing. It can also occur in spatially sampled signals (e.g. moiré patterns in digital images); this type of aliasing is called spatial aliasing. Aliasing is generally avoided by applying low-pass filters or anti-aliasing filters (AAF) to the input signal before sampling and when converting a signal from a higher to a lower sampling rate. Suitable reconstruction filtering should then be used when restoring the sampled signal to the continuous domain or converting a signal from a lower to a higher sampling rate. F ...
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Morphological Antialiasing
Morphological antialiasing (MLAA) is a technique for minimizing the distortion artifacts known as aliasing when representing a high-resolution image at a lower resolution. Contrary to multisample anti-aliasing (MSAA), which does not work for deferred rendering, MLAA is a post-process filtering which detects borders in the resulting image and then finds specific patterns in these. Anti-aliasing is achieved by blending pixels in these borders, according to the pattern they belong to and their position within the pattern. Enhanced subpixel morphological antialiasing, or SMAA, is an image-based GPU-based implementation of MLAA developed by Universidad de Zaragoza and Crytek. See also * Fast approximate anti-aliasing * Multisample anti-aliasing * Anisotropic filtering * Temporal anti-aliasing * Spatial anti-aliasing In digital signal processing, spatial anti-aliasing is a technique for minimizing the distortion artifacts ( aliasing) when representing a high-resolution image at a ...
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Temporal Anti-aliasing
Temporal anti-aliasing (TAA) is a spatial anti-aliasing technique for computer-generated video that combines information from past frames and the current frame to remove jaggies in the current frame. In TAA, each pixel is sampled once per frame but in each frame the sample is at a different location within the pixel. Pixels sampled in past frames are blended with pixels sampled in the current frame to produce an anti-aliased image.Brian Kari, Epic Game"High Quality Temporal Supersampling" TAA compared to MSAA Prior to the development of TAA, MSAA was the dominant anti-aliasing technique. MSAA samples (renders) each pixel multiple times at different locations within the frame and averages the samples to produce the final pixel value. In contrast, TAA samples each pixel only once per frame, but it samples the pixels at a different locations in different frames. This makes TAA faster than MSAA. In parts of the picture without motion, TAA effectively computes MSAA over multiple frames ...
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Fast Approximate Anti-aliasing
Fast approximate anti-aliasing (FXAA) is a screen-space anti-aliasing algorithm created by Timothy Lottes at Nvidia. FXAA 3 is released under a public domain license. A later version, FXAA 3.11, is released under a 3-clause BSD license. Algorithm description # The input data is the rendered image and optionally the luminance data. # Acquire the luminance data. This data could be passed into the FXAA algorithm from the rendering step as an alpha channel embedded into the image to be antialiased, calculated from the rendered image, or approximated by using the green channel as the luminance data. # Find high contrast pixels by using a high pass filter that uses the luminance data. Low contrast pixels that are found are excluded from being further altered by FXAA. The high pass filter that excludes low contrast pixels can be tuned to balance speed and sensitivity. # Use contrast between adjacent pixels to heuristically find edges, and determine whether the edges are in the horizo ...
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Eight-queens Puzzle
The eight queens puzzle is the problem of placing eight chess queens on an 8×8 chessboard so that no two queens threaten each other; thus, a solution requires that no two queens share the same row, column, or diagonal. There are 92 solutions. The problem was first posed in the mid-19th century. In the modern era, it is often used as an example problem for various computer programming techniques. The eight queens puzzle is a special case of the more general ''n'' queens problem of placing ''n'' non-attacking queens on an ''n''×''n'' chessboard. Solutions exist for all natural numbers ''n'' with the exception of ''n'' = 2 and ''n'' = 3. Although the exact number of solutions is only known for ''n'' ≤ 27, the asymptotic growth rate of the number of solutions is (0.143 ''n'')''n''. History Chess composer Max Bezzel published the eight queens puzzle in 1848. Franz Nauck published the first solutions in 1850.W. W. Rouse Ball (1960) "The Eight Queens Problem", in ''Mathemati ...
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Multisample Anti-aliasing
Multisample anti-aliasing (MSAA) is a type of spatial anti-aliasing, a technique used in computer graphics to remove jaggies. Definition The term generally refers to a special case of supersampling. Initial implementations of full-scene anti-aliasing ( FSAA) worked conceptually by simply rendering a scene at a higher resolution, and then downsampling to a lower-resolution output. Most modern GPUs are capable of this form of anti-aliasing, but it greatly taxes resources such as texture, bandwidth, and fillrate. (If a program is highly TCL-bound or CPU-bound, supersampling can be used without much performance hit.) According to the OpenGL GL_ARB_multisample specification, "multisampling" refers to a specific optimization of supersampling. The specification dictates that the renderer evaluate the fragment program once per pixel, and only "truly" supersample the depth and stencil Stencilling produces an image or pattern on a surface, by applying pigment to a surface thr ...
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Super-sampling
Supersampling or supersampling anti-aliasing (SSAA) is a spatial anti-aliasing method, i.e. a method used to remove aliasing (jagged and pixelated edges, colloquially known as "jaggies") from images rendered in computer games or other computer programs that generate imagery. Aliasing occurs because unlike real-world objects, which have continuous smooth curves and lines, a computer screen shows the viewer a large number of small squares. These pixels all have the same size, and each one has a single color. A line can only be shown as a collection of pixels, and therefore appears jagged unless it is perfectly horizontal or vertical. The aim of supersampling is to reduce this effect. Color samples are taken at several instances inside the pixel (not just at the center as normal), and an average color value is calculated. This is achieved by rendering the image at a much higher resolution than the one being displayed, then shrinking it to the desired size, using the extra pixels f ...
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Jaggies
"Jaggies" is the informal name for artifacts in raster images, most frequently from aliasing, which in turn is often caused by non-linear mixing effects producing high-frequency components, or missing or poor anti-aliasing filtering prior to sampling. Jaggies are stair-like lines that appear where there should be "smooth" straight lines or curves. For example, when a nominally straight, un-aliased line steps across one pixel either horizontally or vertically, a "dogleg" occurs halfway through the line, where it crosses the threshold from one pixel to the other. Jaggies should not be confused with most compression artifacts, which are a different phenomenon. Causes Jaggies occur due to the "staircase effect". This is because a line represented in raster mode is approximated by a sequence of pixels. Jaggies can occur for a variety of reasons, the most common being that the output device ( display monitor or printer) does not have enough resolution to portray a smooth line. In ad ...
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