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Old Apr 7th, 2005, 11:33 AM   #1
cypher_soundz
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Anti-aliasing

For my project i need to write some code that will proform Anti-aliasing to a 3d box.
i think i get the main idea of how it works, but not exaclty sure how to implement it.
Any graphics gurus out there?
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cyph
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Old Apr 7th, 2005, 12:19 PM   #2
Cerulean
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Share with us "the main idea of how it works" and what API you're using for drawing the box and we'll try and help you
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Old Apr 7th, 2005, 3:38 PM   #3
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by "the main idea of how it works" i mean Anti-aliasing in general.
I'm using a universitys internaly made graphics liberary named gwin
i really need any pointers or theorys on how to implement it, i hope i have provided everything , im using Visual C++ 6.0.
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Old Apr 7th, 2005, 5:17 PM   #4
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what alnti-aliasing does it it takes the pixels around one pixel and bases the color of the middle pixel off the colors of the outer pixels. that's the basic algorithm it makes things smoother. a google search for "anti-aliasing algorithm" came up with more than enough information.
good luck
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Old Apr 7th, 2005, 5:20 PM   #5
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You want to implement the AA algorithm yourself?
I'm surprised the graphics library doesn't provide AA built in.. Even OpenGL, pretty much as low level as it gets, handles it for you.
You need to work with the line and calculate where the lighter pixels need to be placed for a smoother effect. There'll be a fair bit of maths involved.
Sorry I can't be of more help
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Old Apr 7th, 2005, 5:31 PM   #6
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great thankyou all, i had the basic concept , jsut didnt know exaclty how . it seems like it should be ok. yes i need to implement it myself lol
thanks agian everyone you have been great help
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Old Apr 10th, 2005, 2:43 AM   #7
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What are you using for your 3d API? That's the critical issue. Unless you're writing your own 3d engine... is that the case? If so, your antialiasing should be in your polygon draw routine - and that, in turn, really comes down to Wu line antialiasing of the edges, in which you use the percentage of the way to the next pixel over to determine how much you weigh one choice over the other.
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Old Apr 10th, 2005, 4:17 AM   #8
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@Rei yes thats the case, and thanks for the info. i have the draw polly function and all the rest all ready coded, so the anti aliasing shouldn't be too hard to implement as its gonig to only be a few lines in the for loop.
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