Thanks Robert.
Yes transparency is always a problem, and text too. I did see issues on
that in the Jmol mailing list archives. I don;t have any material directly
to hand, but will look around.
Greg.
On 18 September 2013 06:59, Robert Hanson <[email protected]> wrote:
>
>
>
> 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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--
Greg Edwards,
Port Jackson Bioinformatics
[email protected]
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