| Sure it is, it's the first thing to be said just after the title and widgets > This article is about aliasing in signal processing, including computer graphics. In computer graphics, the relevant aliasing is spatial aliasing, in fact mentioned in the article: the signal is the fundamental shape (such as a font glyph or a triangle mesh or whatever), and the samples are the pixels. In the specific application of a waveform, a typical "CD quality" audio file has 44.1 thousand samples per second, and say, 16 bits per sample. If we want to display the waveform of one second of audio horizontally on an entire standard low-density full HD computer screen, we have 1920 samples to fit our 1 second of audio data, and 1080 samples of amplitude with which to paint the amplitude. Putting it into signal processing terms, The signal frequency here is 44.1Khz, and the sampling frequency is 1.92Khz. Do you see how aliasing applies now? We want to represent f_Signal / f_Sample = 22.96875 samples of audio with 1 sample. In practice you get an even worse ratio, because we usually want more than 1 second of waveform to be visible on a region that isn't the entire screen. |
No. The signal components being aliased are frequencies e.g. repeating patterns.
"aliasing is the overlapping of frequency components resulting from a sample rate below the Nyquist rate."
That is why the example is a brick wall and the result is moire banding. Nothing like your shapes and jaggies.
What you've mistaken for aliasing is simply pixellation.