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5.6. Aliasing and Antialiasing 131
Figure 5.32. A typical jitter pattern for three pixels, each divided into a 3 × 3setof
subcells. One sample appears in each subcell, in a random location.
occur when the storage limit is reached. Bavoil et al. [74, 77] generalize
this approach in their k-buffer architecture. Their earlier paper also has a
good overview of the extensive research that has been done in the field.
While all of these antialiasing methods result in better approximations
of how each polygon covers a grid cell, they have some limitations. As
discussed in the previous section, a scene can be made of objects that are
arbitrarily small on the screen, meaning that no sampling rate can ever
perfectly capture them. So, a regular sampling pattern will always exhibit
some form of aliasing. One approach to avoiding aliasing is to distribute
the samples randomly over the pixel, with a different sampling pattern
at each pixel. This is called stochastic sampling,andthereasonitworks
better is that the randomization tends to replace repetitive aliasing effects
with noise, to which the human visual system is much more forgiving [404].
The most common kind of stochastic sampling is jittering,aformof
stratified sampling,whichworksasfollows. Assumethatn samples are
to be used for a pixel. Divide the pixel area into n regions of equal area,
and place each sample at a random location in one of these regions.
11
See
Figure 5.32. The final pixel color is computed by some averaged mean of
the samples. N -rooks sampling is another form of stratified sampling, in
which n samples are placed in an n ×n grid, with one sample per row and
column [1169]. Incidently, a form of N -rooks pattern is used in the Infinite-
Reality [614, 899], as it is particularly good for capturing nearly horizontal
and vertical edges. For this architecture, the same pattern is used per pixel
and is subpixel-centered (not randomized within the subpixel), so it is not
performing stochastic sampling.
AT&T Pixel Machines and Silicon Graphics’ VGX, and more recently
ATI’s SMOOTHVISION scheme, use a technique called interleaved sam-
pling. In ATI’s version, the antialiasing hardware allows up to 16 samples
per pixel, and up to 16 different user-defined sampling patterns that can
11
This is in contrast to accumulation buffer screen offsets, which can allow random
sampling of a sort, but each pixel has the same sampling pattern.