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Example of Specular Aliasing

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Several articles talk about the difficulty to avoid Specular Aliasing when rendering games:

However, I have trouble understanding in the first place what is the visual appearance of specular aliasing.


Does anyone has a concrete example, for example a screenshot of a scene presenting specular aliasing, side-to-side to a screenshot of the same scene where the specular aliasing has somehow been reduced ?




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If you look at page 20 of our course notes from SIGGRAPH, there's some images showing an image with specular aliasing compared to ground truth as well as two specular antialiasing techniques.


Thank you very much for the links. I copy/paste the image here in case other readers want to see the difference:







Link to the .pdf one more time:

Edited by wil_

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