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Jim Blinn's Corner-a trip down the graphics pipeline: subpixelic particles

机译:吉姆·布林(Jim Blinn)的《角落》(Corner)–图形管道之旅:亚像素粒子

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摘要

Reasons for subdividing pixels into subpixelic particles are discussed. Working with subpixel resolution in the floating-point domain is suggested as the easiest approach. To illustrate the use of floating-point pixel space, the arithmetic of two rendering algorithms is reviewed. The algorithms are an antialiased line renderer and a simple polygon tiler. Another use for subpixel resolution, i.e., doing antialiasing by subsampling is also considered. Using integer arithmetic in addition to subsampling is briefly discussed.
机译:讨论了将像素细分为亚像素粒子的原因。建议在浮点域中使用亚像素分辨率是最简单的方法。为了说明浮点像素空间的使用,回顾了两种渲染算法的算法。该算法是抗锯齿线渲染器和简单的多边形平铺器。还考虑了子像素分辨率的另一种用途,即通过子采样进行抗锯齿。简要讨论了除二次采样外还使用整数算术。

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