Questions tagged [antialiasing]
The reduction of unwanted effects caused by the limited pixel grid or by the staircase effect.
66 questions
1 vote
0 answers
70 views
Subtle MSAA Differences Between Vulkan and DirectX 11 at Geometric Edges
I have implemented MSAA in my graphics engine, which supports both Vulkan and DirectX 11 backends. The MSAA settings are identical in both implementations (same number of samples, same resolve process)...
3 votes
1 answer
808 views
What's the difference of using smoothstep and linear interpolation for antialiasing?
I am currently writing a fragment shader where I want to draw an antialiased line. My first instinct was to calculate the color of each pixel based on the distance to the line. Something like: (using ...
0 votes
1 answer
142 views
what technicalities involved in screenshot process? what is the dependency of screen properties in the screenshot of an image?
If we take screenshot of image displayed on a monitor screen, then does it take only framebuffer data? Does the framebuffer data is independent of display screen properties like contrast, brightness? ...
1 vote
0 answers
55 views
Alpha calculation for anti aliased line
Seems like there are two techniques Interpolation: Interpolate the minimum distance from the canter of the pixel to the line. ...
1 vote
0 answers
150 views
Help understanding Texture2D multi-sampling semantics: Why do we need sample index AND location?
Looking at the windows HLSL documentation for Texture2DMS.Load found here: https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/texture2dms-load can someone help me better understand different ...
0 votes
1 answer
483 views
Why are my OpenGL mipmaps and MSAA bad?
Questions: Why does the wavy white line on the tennis ball texture seem to be at the wrong mip level, with blocky artifacts ? For example, at 'A' in the picture. The basketball and football textures ...
2 votes
0 answers
70 views
Float point placement with anti aliasing
I have an image of size H,W, and I would like to draw a point on this image at x,...
3 votes
0 answers
129 views
D3D11 MultisampleEnable and AntialiasedLineEnable affecting line rendering
Microsoft D3D11 documentation for D3D11_RASTERIZER_DESC structure writes: The settings of the MultisampleEnable and AntialiasedLineEnable members apply only to multisample antialiasing (MSAA) render ...