Much of the article was over my head but an interesting read nonetheless!
AAA - Analytical Anti-Aliasing
Submitted 4 weeks ago by exu@feditown.com to technology@beehaw.org
https://blog.frost.kiwi/analytical-anti-aliasing/
Submitted 4 weeks ago by exu@feditown.com to technology@beehaw.org
https://blog.frost.kiwi/analytical-anti-aliasing/
Much of the article was over my head but an interesting read nonetheless!
yum13241@lemm.ee 4 weeks ago
if something’s artistically pixelated, KEEP IT THAT WAY! I can’t stand pixel art being ruined by computer algorithms that “smooth” it out.
DdCno1@beehaw.org 4 weeks ago
Exception: Old pixel art that was meant to be smoothed out by blurry CRT monitors and TVs. Yes, I know those are not algorithms, but still.
yum13241@lemm.ee 3 weeks ago
That was just a side effect of crappy consumer CRTs. The N64 took advantage of it somewhat well.
Kolanaki@yiffit.net 4 weeks ago
I remember when I first got into emulation, I was always annoyed by the crispness of the pixels, since I was used to actually seeing them on a CRT screen. When whatever I was using at the time (snes9x or zsnes; don’t remember which) added the Scanlines filter, it was exactly what I always wanted.
nef@slrpnk.net 4 weeks ago
You might’ve been misled by the preview image, this has nothing to do with filtering pixel art. It’s a really interesting read about how game developers can combat aliasing caused by rasterization, and a new method that’s far more accurate than the alternatives.