Hi,
I'm interested in the implementation of the antialiasing in Jmol, and I
guess whether there are any (undocumented ?) options for controlling the
quality. The quality is good, but would be interesting to try the highest
quality if there were options.
It could be say 2x2 supersampling, ie. render to a framebuffer twice the
dimensions of the applet window and reduce down with simple averaging of 4
pixels into 1. Simple but consumes frame buffer space and costs 4x polygon
fill load. Or it could be MultiSample rendering into a dithered grid of
subpixel locations, in which case you can have 2, 4, 6, 8 or other numbers
of sample points, and there are many choices of the grid of subpixel
locations.
http://en.wikipedia.org/wiki/Supersample_anti-aliasing
http://en.wikipedia.org/wiki/Multisample_anti-aliasing
I have an academic/historic interest in this, I worked for SGI for 15
years, during which they introduced the Reality Engine and later models
with hardware multisample antialising, and we spent much time working with
it, measuring quality and performance in detail. It's all pretty standard
now in Nvidia and ATI graphics cards. I'm pretty rusty on the latest
developments, apologies if the above is inaccurate.
I couldn't find anything detailed in the Jmol mailing list archives.
Thanks,
Greg E
--
Greg Edwards,
Port Jackson Bioinformatics
[email protected]
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