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#Actualvladic2000x

Posted 22 May 2013 - 12:53 PM

Hello,

 

I am a bit confused on the aliasing problem in computer graphics(OpenGL), specifically:

 

1. In the picture below, the checkerboard texture is laid on a rectangle consisting of 2 triangles. Please note at the bottom of the image the jagged  edges of black and white blocks of the texture:

 

http://www.arcsynthesis.org/gltut/Texturing/BasicCheckerboardPlane.png

 

Is that problem called aliasing?

 

2. In the picture below, the same jagged effect can be seen on the edges of the right-most two triangles:

 

http://slizerboy.files.wordpress.com/2009/11/anti-alias.png?w=343&h=150

 

Is that the same aliasing problem?

 

I'm asking this because in first case, texture sampling is involved but in the second case there is no texture. 

 

 

3. If in the first example the issue is called aliasing, can we say that using linear filtering as magnification/minification filters in sampling the texture represent an anti-aliasing technique? I have searched the web for OpenGL anti-aliasing and I mostly read about "multisampling", so I'm wondering if linear and mipmap filtering can be considered anti-aliasing techniques?


#1vladic2000x

Posted 22 May 2013 - 12:51 PM

Hello,

 

I am a bit confused on the aliasing problem in computer graphics(OpenGL), specifically:

 

1. In the picture below, the checkerboard texture is laid on a rectangle consisting of 2 triangles. Please note at the bottom of the image the jagged  edges of black and white blocks of the texture:

 

http://www.arcsynthesis.org/gltut/Texturing/BasicCheckerboardPlane.png

 

Is that problem called aliasing?

 

2. In the picture below, the same jagged effect can be seen on the edges of the right-most two triangles:

 

http://slizerboy.files.wordpress.com/2009/11/anti-alias.png?w=343&h=150

 

Is that the same aliasing problem?

 

I'm asking this because in first case, texture sampling is involved but in the second case there is no texture. 

 

 

3. If in the first example the issue is called aliasing, can we say that using linear filtering as magnification/minification filters in sampling the texture represent an anti-aliasing technique? I have searched the web for OpenGL anti-aliasing and I mostly read about "multisampling", so I'm wondering if linear and mipmap filtering can be considered anti-aliasing?

 


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