arjan de lumens
Veteran
OK, read the patent - seems I made one misunderstanding: When a polygon owning a sample is rejected, the sample is not filled with some other polygon. Instead it is removed from consideration entirely - no polygon, past, present or future, is allowed to own the sample location AT ALL ever (at least not until the next frame), and the sample is not included in the final downsampling summation.
In that case, 2-pass rendering won't exhibit the problem I described. That still doesn't mean I am going to greenlight it - and here is why not:
Imagine a scenario where you render first one high-polygon object, then you render another object on top of that object, so that the first object is no longer visible. What happens now is that the first object removes some sample points from consideration. If you have a scenario where the first object moves, but the second object stands still, you will get subtle movement/flickering in the image where the image should have been 100% steady, because the pattern of sample points denied/made available to the second object keeps varying all the time. In a game, it could be possible to use this effect to see on a wall where something is moving behind it.
AA algorithms is a bit like programs that need to be secure - you need to attack them relentlessly until they break, and only if they resist every imaginable avenue of attack do you declare them as good to go.
In that case, 2-pass rendering won't exhibit the problem I described. That still doesn't mean I am going to greenlight it - and here is why not:
Imagine a scenario where you render first one high-polygon object, then you render another object on top of that object, so that the first object is no longer visible. What happens now is that the first object removes some sample points from consideration. If you have a scenario where the first object moves, but the second object stands still, you will get subtle movement/flickering in the image where the image should have been 100% steady, because the pattern of sample points denied/made available to the second object keeps varying all the time. In a game, it could be possible to use this effect to see on a wall where something is moving behind it.
AA algorithms is a bit like programs that need to be secure - you need to attack them relentlessly until they break, and only if they resist every imaginable avenue of attack do you declare them as good to go.