On Tue, Sep 17, 2013 at 2:32 AM, Greg Edwards <[email protected]> wrote:

> 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.
>

2x2 full-scene anti-aliasing is what is implemented in Jmol.



> 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.
>
>
Do you know of some examples of discussion of comparisons of
subpixel-sampling vs. supersampling? Whatever we do needs to work with text
and translucency.
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