- Aug 23, 2007
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I remember in the 90s when 3D gaming was relatively new, we had full scene (or full screen) anti-aliasing, where the whole image was rendered at a higher resolution and then downscaled. But then a much more efficient method was invented, edge antialiasing, which only anti-aliased edges and left polygon faces alone. Now as far as I can tell, modern anti-aliasing methods are all variants on full screen (OR blurring applied to the final image in the case of FXAA). Why was the edge method abandoned?
http://gaming.stackexchange.com/que...the-different-anti-aliasing-multisampling-set
According to this article, the edge only method is called "object-based antialasing".
http://en.wikipedia.org/wiki/Spatial_anti-aliasing
http://gaming.stackexchange.com/que...the-different-anti-aliasing-multisampling-set
According to this article, the edge only method is called "object-based antialasing".
http://en.wikipedia.org/wiki/Spatial_anti-aliasing