Week 8 - Rasterisation and Anti-Aliasing Flashcards

1
Q

Name 2 examples of vector displays.

A

Pen plotters
Tektronix cathode ray tubes

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2
Q

Name 5 examples of raster displays.

A

Monitors
Televisions
Laser, ink-jet, dot matrix printers
Liquid crystal displays
Arrays of LEDs

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3
Q

What is rasterisation?

A

The conversion of ideal, mathematical graphics primitives onto raster displays

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4
Q

What is scan conversion?

A

Rasterisation line by line of the raster display

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5
Q

How does scanline interpolation work?

A

Use Z-buffer algorithm to determine screen locations of vertices

Intensities or normals interpolated from vertices

Interpolate along scanline from edges

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6
Q

What is the parity rule for filling polygons?

A

A point is inside a polygon if a line to a distant point intersects boundary an odd number of times

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7
Q

What is the non-zero winding number rule for filling polygons?

A

A point is inside a polygon if the polygon winds clockwise around the point a non-zero number of times

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8
Q

What is scan-line coherence?

A

An interior pixel is adjacent to another interior pixel unless a boundary is encountered

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9
Q

How does scan-line coherence work?

A

For each scan line:
- Find intersections of scan line with all polygon edges
- Sort intersections into increasing order of x coordinate
- Fill alternate segments of scan line (spans) according to parity rule

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10
Q

What are the two ways to choose which pixels to illuminate for a line?

A

Every pixel the line intersects

The vertically closest pixel

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11
Q

What algorithm is used to illuminate the pixel vertically closest to a line?

A

Naïve midpoint algorithm

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12
Q

What does DDA stand for?

A

Digital Differential Analyser

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13
Q

What is the Bresenham circle algorithm?

A

Choose pixel with centre closest to circle

Work on a single octant and draw others by symmetry

Can be written in integer arithmetic

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14
Q

What causes aliasing?

A

Undersampling (not taking enough discrete samples to capture a fast rate of change)

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15
Q

What does ADC stand for?

A

Analog-to-Digital Converter

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16
Q

What does DAC stand for?

A

Digital-to-Analog Converter

17
Q

Why will there always be aliasing, no matter how densely we sample?

A

Repetitive patterns can have arbitrarily high frequencies due to perspective effects

Object edges create sharp changes -> high frequencies

18
Q

How does anti-aliasing work in computer graphics?

A

The scene is rendered

No access to a continuous image

Low-pass filtering of continuous image has to be simulated/approximated

19
Q

What are the three filtering approaches?

A

No filtering

Pre-filtering (simulation)

Post-filtering (approximation)

20
Q

What does SSAA stand for?

A

Super-Sampling Anti-Aliasing

21
Q

What is SSAA?

A

Take many point samples per pixel, and assign grey level as the (weighted) average value

22
Q

What is a pro and a con of SSAA?

A

Pro: smoother, nicer looking results

Con: ridiculously expensive and can lead to low performance and framerate

23
Q

What is multisample anti-aliasing?

A

Faster processing by processing fragment shaders only once, and only supersampling depth and stencil buffers

24
Q

What does FXAA stand for?

A

Fast Approximate Anti-Aliasing

25
Q

What is FXAA?

A

Pixel-level fast algorithm (implemented as fragment shader) identifies depth edges in the image, and smooths edges at pixel level

26
Q

What are two issues to be aware of with anti-aliasing and texture maps, and how are they fixed?

A

Compression (several texels map to a single pixel) - texture image should be sampled many times to calculate pixels, but this is very expensive

Magnification (single pixel lies deep within texel) - higher resolution texture map required

27
Q

What are the three types of filtering in MIP mapping?

A

Bilinear filtering, trilinear filtering, anisotropic filtering

28
Q

What is bilinear filtering?

A

Approximate pixel value from pixels around it

29
Q

What is trilinear filtering?

A

Also approximate between levels of MIP mapping

30
Q

What is anisotropic filtering?

A

Sample texture with different horizontal and vertical scale ratios

30
Q

What is anisotropic filtering?

A

Sample texture with different horizontal and vertical scale ratios