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Anti-aliasing

This is a hardware feature which ensures that the edges of objects do not appear to be 'stepped' or jagged. Note that, like most graphics functions, it must be deliberately selected for use. It's not automatic. If a game doesn't use anti-aliasing, don't blame it on the hardware - blame the game designer.

This page describes some of various different ways anti-aliasing can be achieved..

When drawing lines and edges, the simplest way to display them is to just turn on certain pixels to show where the line/edge is on the screen. But because screens are of a much lower resolution than human vision, just having pixels on or off makes the 'step' in height from one scan line or column to another very visible to the human eye, especially when lines/edges are almost horizontal or vertical (also, because of the way pixels are displayed in most monitors and TVs, a simple 1-pixel-wide line drawn diagonally will often appear thinner than a 1-pixel-wide line drawn horizontally or vertically).

[Example Showing the AA Effect]

(examine the left hand edge of the building in each image to see the difference)

During animation, these effects look awful: the edge of each step in a jagged line appears to 'move' along the line, giving the illusion that the line is moving in some odd way. Curved surface edges look especially bad when this happens. If you visit any arcade and look at a game like Daytona USA or Sega Rally, these 'jagged' edge effects are very noticable. In visual simulation industries, they can be so annoying to the human eye as to ruin the immersive effect of the simulator, which is why the military are willing to pay good money for high-quality real-time systems like Onyx or Evans and Sutherland. Note that there is now good evidence to suggest that simulators which do not use anti-aliasing cause far more visual discomfort than simulators which do. Any gamer should bare this in mind, especially since gamers often play games for hours (which, incidentally, is what my PhD research will partly focus on).

[Second example showing the AA effect]

Hence, anti-aliasing is the process by which pixels either side of a line/edge are altered in order to make the line/edge appear much smoother and more natural, with a greater consistency in width and length. In hardware, this can be done in various ways:

Hardware anti-aliasing is one of the features that the Sega and PSX consoles do not have. Games like Turok and Shadows of the Empire use anti-aliasing extensively. Note that, in systems like the Saturn and PSX, aliasing artifacts (as they're called) become much worse at lower resolutions.

Here is a description of anti-aliasing from the "Symmetric Multiprocessing Systems: Technical Report", SGI, 1993, which discusses the use of multisample anti-aliasing in RealityEngine2 (a graphics system which was SGI's best back then):

Anti-aliasing

Perhaps the most radical new feature of the RealityEngine2 graphics architecture is the high-performance anti-aliasing hardware. To provide the highest available image quality, memory and processors have been placed in the Raster Management subsystem to provide multisampled anti-aliasing without the normally associated performance penalties. Anti-aliasing with RealityEngine2 required no sorting of data and operates in conjunction with the z-buffer for superior hidden surface removal.

Subpixel information is retained for all vertices as they are transformed and processed through the pipeline. Each vertex is computed with an accuracy down to an 8x8 subpixel grid. Thus, there are 4 subpixel locations for each pixel rendered. When deciding how to colour a pixel, the system samples the subpixel grid with a certain number of samples per pixel, then determines the pixel coverage based upon the number of samples hit.


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