L6 Rasterization 2(Antialiasing and Z-Buffering)

Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)
Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)
Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)
Artifacts(错误,不希望的结果,瑕疵)
Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)
摩尔纹
Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)
Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)
Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)
Filtering(滤波,模糊)
Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)
Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)
Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)
必须先模糊再采样
Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)
Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)
F(频率)D(频域)
Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)
Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)
称f为频率,体现变化有多快
Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)
傅里叶变换和逆傅里叶变换
Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)
Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)
频率太快的话采样就跟不上变化了。
Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)
Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)
走样(aliases)的原本定义
Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)
滤波:去掉一些频率
Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)
中心表示频率低,外围表示频率高。亮度则表示信息的量。
说明图片的信息主要集中在低频区域。
Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)
滤波后将低频的信息抹掉了,高频主要是边缘信息。
叫高通滤波:只通过高频的信号。
Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)
低通滤波:只留下低频的信息。
Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)
只留中间一段的频率信息
Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)

Convolution(卷积)
Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)
窗口点乘再写回中间的格子。
Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)
时域卷积等于频域相乘
Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)
Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)
Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)
Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)
越大的滤波算子会得到越低的频率
Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)
Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)
冲激函数
采样就是重复频谱
Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)
频谱在复制之后产生叠加 于是发生了走样。
Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)
Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)
避免了频谱重叠
Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)

Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)
Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)
Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)
Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)
Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)
Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)
Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)
Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)

MSAA解决的是模糊的问题,实际工业界不会规则的把每一个地方都多重采样。
Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)
FXAA是对图像的后期处理,TAA复用上一帧的值
Games101计算机图形学笔记L6 Rasterization 2(Antialiasing and Z-Buffering)
超分辨率采用深度学习的方法猜像素的值。

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