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AntiAliasingShaders

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[edit] Anti-aliasing in shaders

In VEX and RSL, it's possible to get surface derivatives and differentials of arbitrary variables. Using these derivatives, it's possible to approximate the area that's being shaded. This allows us to use the Shannon-Nyquist theorem to analytically determine frequency limits for producing smooth (anti-aliased) shaders.

This is discussed quite well in several external references

  • RenderMan Application Note #25
    • which is based off the Siggraph '98 RenderMan course notes