Antialiasing & Sampling Flashcards
Rendering Equation
Radiance = Emitted + Reflected
Stratified Sampling
Break up the domain into disjoint regions (strata) and place the sample into each region.
Uniform if Δxi = Δxj for all i ≠ j
Importance Sampling
Take more samples where “signal” is more important.
Importance could be due to magnitude of values or variance.
Regular Sampling
Regular error leads to aliasing. Fast to generate.
Random Sampling
Less regular error, but can lead to clumping.
Jittering
Error is irregular, and less clumping. More expensive selection.
Distributed Ray Tracing
Take multiple samples for each pixel and average them. 16 strata for each pixel. Does not deal with diffuse interactions.
Paper: Cook et. al. 1984
Signal Processing for Images
Raster image is just a sampling of a continuous function so if samples are too far apart they don’t give a true representation of the scene.
Jaggies
Artifacts in renders due to sampling issues. Can cause a staircase effect on lines that are not perfectly vertical or horizontal.
Moiré
A rendering artifact due to overlapping high frequency patterns that appear to show more movement than actually exists. Like a camera trying to record a brick wall.
Temporal
Motion blur?
Nyquist Limit
The sampling rate which is 2x the highest frequency in an image. By sampling at the nyquist limit we can void aliasing.
Problem: Man-made objects have distinct edges which have infinite frequency
How to alleviate sampling issues due to infinite frequencies
After getting an image, run it through a low pass filter which passes on only lower frequencies.
Area Sampling
Rather than sampling, integrate by treating lines as boxes and colouring pixels based on fraction of pixel covered.
Looks great at sufficient distance but not up close.
Weighted sampling
Give different weights depending on position of sample inside the pixel.
Avoids certain temporal aliasing problems. But the correct filter is infinite.