His publicity in CsH
Anti-Aliasing: the quality has a price
A slightly pretentious title... but quite descriptive. The anti-aliasing, which we might translate like anti-perforation, is never one of the principal advances realized in the visual quality of the graphs, so much 3D as 2D (even the texts suffer from this problem).
The anti-aliasing, which also knows each other for the acronym FSAA, Full Scene Anti-Aliasing, thinks about how to smooth the toothed rims of the images that take place in any line of the image that is not horizontal or vertical.
This is realized of diverse methods: observing the values of color of the píxels that surround the given one and calculating his average, renderizando to major size and climbing later to the wished size... Be as it is, the sudden separation between (for example) a white area and another black woman remains subdued drawing on his border píxels in several gray tones.
One of the biggest advantages of the anti-aliasing is that normally it is independent from the secondhand game, she does not need specific optimizations. We take a lot of time hearing to speak of T&L and of the new effects of DirectX 7 (and of DirectX 8), but the programmers are always late in applying this progress... when they decide to do it. With the anti-aliasing he will not have to wait, it comes in the drivers.
Well, the graphs speak for themselves. The flight pretender is very outstanding for DirectX (the F-22 Lightning 3), since in games as Quake3 hardly we will have time to stop to appreciate the quality of the graphs while a dozen of rabid enemies chases us...