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look below for an example
of aliasing:


1a) aliased triangle


1b) antialiased triangle

 
Virtual GRAZ: Run for your future


A breathtaking VIRTUAL e
xperience based on gaming-technology &
built with "Unreal technology" by Epic-Games

The benefits of Full Screen Antialiasing

Virtual GRAZ maps featuring polygon counts of 20.000 (!)
(standard unreal maps are made of 3000-5000 polygons)

the more polygons you use - the more visible artefacts appear since every visible triangle means more aliases (=jaggies)

Computergraphics-theory traditionally solves this issue by adding antialiasing-algorithms to the rendering pipeline.

Solutions in software take quite some cpu-power and additionally need a larger resolution of the image synthesis which also increases the load of the graphics accelerator."

Including antialiasing-algorithms into the graphics hardware seems the only alternative - take a look at the screenshots for the results of a "realtime" hardware solution.


Full Screen Antialising (4x FSAA )
4xAA010.JPG
4xAA010.JPG
4xAA011.JPG
4xAA011.JPG
4xAA012.JPG
4xAA012.JPG
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( all shots are taken on 3dfx V5 with 4xFSAA enabled )


in cooperation with 
Computer Graphics & Vision
Graz University of Technology


Virtual-Graz "Run for the future" is created using UNREAL Engine Technology


compare yourself: old screenshots without
antialising
additional links about
antialiasing:

prefiltered antialiasing
3dfx white-paper
hiqh quality line-AA

 

 

 

 

 

 

 

 

 

 

 


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