Path: utzoo!attcan!uunet!peregrine!elroy!ames!nrl-cmf!mailrus!uflorida!gatech!mcnc!thorin!tyler!brown From: brown@tyler.cs.unc.edu (Lurch) Newsgroups: comp.graphics Subject: Re: raytracing in || Keywords: 4 rays per pixel Message-ID: <5548@thorin.cs.unc.edu> Date: 28 Nov 88 22:29:06 GMT References: <9700001@datacube> <3148@uoregon.uoregon.edu> <1351@umbc3.UMD.EDU> <5263@cbmvax.UUCP> Sender: news@thorin.cs.unc.edu Reply-To: brown@tyler.UUCP (Lurch) Organization: Chess Pieces 'R' Us Lines: 22 In article <5263@cbmvax.UUCP> steveb@cbmvax.UUCP (Steve Beats) writes: >In article <1351@umbc3.UMD.EDU> bodarky@umbc3.UMD.EDU (Scott Bodarky) writes: >> >>[stuff about transputer raytracing deleted] >> >If you sample the scene using one pixel per ray, you will get >pretty severe aliasing at high contrast boundaries. One trick is to sample >at twice the vertical and horizontal resolution (yielding 4 rays per pixel) >and average the resultant intensities. This is a pretty effective method >of anti-aliasing. From what I understand, the way to achieve 4 rays per pixel is to sample at vertical resolution +1, horizontal resolution +1, and treat each ray as a 'corner' of each pixel, and average those values. This is super cheap compared to sampling at twice vertical and horizontal. > Steve Randy 'no raytracing guru' Brown ---- Back off, man! I'm a scientist! brown@cs.unc.edu uunet!mcnc!unc!brown