Oh crap, I read it at least 3 times in the preview and always missed that. Thanks for the heads-up.Quick heads up: figure 3 is the same as figure 1 (the wrong images are used).
Thanks, my pleasure (yeah, I actually had fun writing that article).Nice. Thanks for that, Peter.
I have a noob question
whats the difference between downsampling and supersampling the article refers to them differently
I have a noob question
whats the difference between downsampling and supersampling the article refers to them differently
I'm not sure I'd entirely agree with that. A tent filter, although a massive improvement on a box, still has poor high frequency response. Better filters can be used which could maintain 'sharpness' while eliminating more aliasing.As with quincunx AA, these methods represent a trade-off between image sharpness and aliasing reduction.
I am hoping for more elaboration on this point. the way CSAA works always seemed fuzzy to me.CSAA introduces additional coverage samples, which do not store any colour, depth or stencil values but only a binary coverage value. These binary samples are used to guide the blending of existing MSAA samples.
Normally downsampling means rendering at higher resolution and shrink it with some filter (generally a box filter) to a lower resolution. So it's equivalent to use a grid sampling positions. Supersampling simply means a pixel has multiple subsamples, which does not have to be in grid positions.
Like pcchen said in this context it basically refers to the difference between ordered grid and sparse grid SSAA.
DownSampling however is not. it is achieved through rendering the game at a resolution that is higher than the output one (ie, at 1440p on a 720p monitor), then shrinking the image with a combination of Grid/Box/Tent methodology.