|
|
|
|
|
by codeflo
419 days ago
|
|
This classic article is wrong, BTW, there's no nicer way to put it. It applies the wrong theory. It was already wrong in 1995 when monitors where CRTs, and it's way wrong in 2025 in the LCD/OLED era where pixels are truly discrete. Audio samples are point samples (usually). This is nice, because there's a whole theory on how to upsample point samples without loss of information. But more importantly, this theory works because it matches how your playback hardware functions (for both analog and digital reasons that I won't go into). Pixels, however, are actually displayed by the hardware as little physical rectangles. Take a magnifying glass and check. Treating them as points is a bad approximation that can only result in unnecessarily blurry images. I have no idea why this article is quoted so often. Maybe "everybody is doing it wrong" is just a popular article genre. Maybe not everyone is familiar enough with sampling theory to know exactly why it works in audio (to see why those reasons don't apply to graphics). |
|
This signal processing applies to images as well. Resampling is used very often for upscaling, for example. Here's an example: https://en.wikipedia.org/wiki/Lanczos_resampling
> It was already wrong in 1995 when monitors where CRTs, and it's way wrong in 2025 in the LCD/OLED era where pixels are truly discrete.
I don't think it has anything to do with display technologies though. Imagine this: there is a computer that is dedicated to image processing. It has no display, no CRT, no LCD, nothing. The computer is running a service that is resizing images from 100x100 pixels to 200x200 pixels. Would the programmer of this server be better off thinking in terms of samples or rectangular subdivisions of a display?
Alvy Ray Smith, the author of this paper, was coming from the background of developing Renderman for Pixar. In that case, there were render farms doing all sorts of graphics processing before the final image was displayed anywhere.