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Raph made an argument that Box is good enough for lots of things, which is subjective and depends entirely on what things you’re doing, and how much you actually care about quality. You are claiming it’s the best possible. Box filter is simply not the best possible, and this fact is well understood and documented. You can relax your claim to say it’s good enough for what you need, and I won’t disagree with you anymore. Personally, I’m sensitive to visible pixelation, and the Box Filter will always result in some visible pixelation with all 2D vector graphics, so if you really care about high quality rendering, I’m very skeptical that you really want Box filtering as the ideal target. Box filter is a compromise, it’s easier & faster to compute. But it’s not the highest quality. It would be good to understand why that’s the case. * Edit to further clarify and respond to this: > With the analytical coverage calculation you can have perfect font/text rendering, perfect thin lines/shapes and, by solving all the areas at once, no conflating artifacts. You cannot get perfect font or text rendering with a Box filter, and you will get some conflating artifacts. They might be very slight, and not bothersome to most people, but they do exist with a Box filter, always. This is a mathematical property of Box filtering, not a subjective claim. |
If you have two non-overlapping shapes of the same color covering the plane and use a box filter on the first shape to sample a pixel on the boundary, and then use the same box filter on the second shape, and then composit them with alpha blending, you get a conflation artifact along the boundary where the background bleeds through.
But if you use the fact that the shapes are non-overlapping and sum their contributions instead, the artifact disappears, while still using the same box filter.