Jump to content
  • Advertisement


This topic is now archived and is closed to further replies.


What is the "Sub pixel accuracy" ?

This topic is 6954 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

__Basically it's a fancy term for how well rendered polygons are anti-aliased (smooth edged.) "Sub pixel" refers to the rendering resolution (as opposed to the display resolution) of graphics.
__The accuracy of is often stated as a ratio of the two resolutions (rendered:displayed.) For example, a scene is rendered at 640x400 and is downsampled (squished) to fit on a 320x200 display. The accuracy would be 2:1 (sometimes stated as 2x.) In this example, the rendering time would be quadrupled! =(
__However, we're talking about polygons. The rendering time doesn't need to be that long. All that needs to be done is a sub-sampling of the lines constructing the polygons. Basically, instead of taking the interger of the calculated result (of y=x*slope), you split the value in to two parts: a bottom value (botValue = value - int(value)) and a top value (topValue = value - botValue). All that's left is adding (the new values multiplyed by the color of the line) to (the value of the current pixel * (100%-value)) and voila! Anti-aliased lines (of course someone else, probably could explain this better :} )
__I hope this helped!

Share this post

Link to post
Share on other sites
Hi everybody !

I'm not sure that I'm in the correct place, but I can't find better place to ask it.
So I've read somewhere about the "Sub pixel accuracy". The article said,that with this, smooth movement can be implemented in a polygon based word. There wasn't any explanation ,or theory or code in the article.
So I would like to ask what is the Sub pixel accuracy, how can it be implemented, what is its theory.

Thanks !

Share this post

Link to post
Share on other sites

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!