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by codeflo
678 days ago
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The opening statement makes it out that this exact calculation is supposed to be superior to multisampling, but the opposite is the case. Computing the exact mathematical coverage of a single polygon against a background is useless for animations if you can't seamlessly stitch multiple polygons together. And that's why GPUs use multisampling: Each sample is an exact mathematical point that's covered by either polygon at the seam, without the background bleeding through. |
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Analytic integration is always superior to multisampling, assuming the same choice of filter, and as long as the analytic integration is correct. Your comment is making an assumption that the analytic integration is incorrect in the presence of multiple polygons. This isn’t true though, the article is using multiple polygons, though the demo is limited in multiple ways for simplicity, it doesn’t appear to handle any arbitrary situation.
The limitations of the demo (whether it handles overlapping polygons, stitched meshes, textures, etc.) does not have any bearing on the conceptual point that computing the pixel analytically is better than taking multiple point samples. GPUs use multisampling because it’s easy and finite to compute, not because it’s higher quality. Multisampling is lower quality than analytic, but it’s far, far easier to productize, and it’s good enough for most things (especially games).