This page has been translated automatically.
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
Extending Editor Functionality
FAQ
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
Rendering-Related Classes
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Anti-Aliasing

Aliasing is a gradation of inclined lines of the image. This effect prevents the player from perceiving visual information as something continuous, and can be expressed in a sharp transition between the pixels, groups of pixels, or frames.

Usually, the problem of aliasing is considered as a problem of edges. For instance:

In a static picture, aliasing is visible at the boundaries of objects and polygons – anywhere, where there is a sharp contour. If a screen has a high resolution, then in statics, aliasing does not bring much discomfort. But in dynamics, the situation is quite different, as the picture starts to flicker. This is especially noticeable in VR, where the area of active vision is even smaller, and in this case, even the smallest pixels are very important. Moreover, the helmet itself does not remain in a static position, but in micro-motions, and when camera movements are overlapped on objects with sharp contours or fine details in the textures (specular aliasing, transparency aliasing, normals aliasing), the picture starts to flicker even more.

When a player looks at such a picture in the helmet, it causes discomfort because almost all the pixels in the image receive high-frequency noise (looks like fast flickering).

To fight the problems of aliasing, different smoothing algorithms are used. Basically the term "anti-aliasing" refers to any technology that eliminates the staircase effect (or “jaggies”) on inclined (neither strictly vertical nor horizontal) edges of objects and lines including details in textures etc.

Last update: 2019-12-25
Build: ()