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AAA - Analytical Anti-Aliasing

⁨39⁩ ⁨likes⁩

Submitted ⁨⁨5⁩ ⁨months⁩ ago⁩ by ⁨exu@feditown.com⁩ to ⁨technology@beehaw.org⁩

https://blog.frost.kiwi/analytical-anti-aliasing/

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  • yum13241@lemm.ee ⁨5⁩ ⁨months⁩ 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.

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    • DdCno1@beehaw.org ⁨5⁩ ⁨months⁩ 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.

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      • yum13241@lemm.ee ⁨5⁩ ⁨months⁩ ago

        That was just a side effect of crappy consumer CRTs. The N64 took advantage of it somewhat well.

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      • Kolanaki@yiffit.net ⁨5⁩ ⁨months⁩ 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.

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    • nef@slrpnk.net ⁨5⁩ ⁨months⁩ 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.

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  • menturi@beehaw.org ⁨5⁩ ⁨months⁩ ago

    Much of the article was over my head but an interesting read nonetheless!

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