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Sampling, reconstruction


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Sampling a sine wave - from Bucknell U.

Try these freq/time combinations: (0.5,0.25), (0.75,0.25), (2.1,0.5).

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Look at this demo of temporal aliasing.

Here is a video showing the reverse-spinning aliasing.

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HW6

So....how does all this relate to your HW6? In other words, how can you add anti-aliasing to your homegrown renderer?

You are going to do it, by doing jittered sampling - you will create multiple renders (by rendering subtly-vertex-shifted versions of your scene), and average the results by weighting the renders (pixel by pixel). This means you need:

  • num. samples (renders) to create
  • pixel shift (x,y) for each variation
  • weight (contribution) for each variation

HW6

HW6

HW6

HW6

HW6

HW6

HW6

HW6

HW6

The e-n-d