抗锯齿算法? [英] Antialiasing algorithm?

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问题描述

我具有要创建的纹理,并希望对其进行抗锯齿。我可以访问每个像素的颜色,因此我该如何对整个纹理进行抗锯齿处理?

I have textures that i'm creating and would like to antialias them. I have access to each pixel's color, given this how could I antialias the entire texture?

谢谢

推荐答案

抗锯齿的基本方法是:对于像素P,对其周围的像素进行采样。 P的新颜色是其原始颜色与样本颜色的平均值。

The basic method for anti-aliasing is: for a pixel P, sample the pixels around it. P's new color is the average of its original color with those of the samples.

您可以采样更多或更少的像素,更改要采样的像素周围区域的大小,或随机选择要采样的像素。

You might sample more or less pixels, change the size of the area around the pixel to sample, or randomly choose which pixels to sample.

不过,正如其他人所说:抗锯齿实际上并不是对已经是像素位图的图像执行的操作。这种技术已在2D / 3D渲染引擎中实现。

As others have said, though: anti-aliasing isn't really something that's done to an image that's already a bitmap of pixels. It's a technique that's implemented in the 2D/3D rendering engine.

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