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Let's roll the dice with
Quincunx
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'quincunx’ High
resolution Anti-aliasing
A really cool and new form
of Antialiasing along with the GeForce3 is now introduced: High
resolution Anti-aliasing with 'quincunx'.As soon as all Pixels
are processed there is the option the use Anti-aliasing to get rid of
the so called 'Jaggies'. With the GeForce3 you can use the existing
Multi-sampling FSAA methods or the newer and much faster 'quincunx’ High
resolution Anti-aliasing
What is
Anti-Aliasing ? - Explaining this completely
would mean explaining the whole mathematical sampling theory. It boils
down to this. To recover a signal, or image, you need a minimum of
samples to be able to give a realistic representation of the image. The
problems start with texture maps being either too close or too far away
from the viewpoint. If the polygon is far away you only have a limited
number of points to show the texture map, so logically you have to drop
a lot of the real pixels of your texture map.
This creates some sort of
interlace effect : one line is shown and one is not. This can result in
weird patterns appearing, and makes the texture map look completely
different from the real one. A similar problem if the polygon is close
to you. You need more info than there is resulting in the generation of
random noise (meaningless values). Most of the time the last problem is
solved by MIP-Mapping while the other is solved by the anti-aliasing.
Another point where anti-aliasing is used is with straight lines. If you
draw a straight line (under an angle) using a paint program and you zoom
in, you will discover that the line looks like a stairway. To remove
this and make the line look like a line points in different colors are
added to the side of the line to make it look more like a real line.
Most of the time it is this kind of Anti-Aliasing they are talking
about, however quincunx does it slightly different. This system will get
you results that can be compared with 4x FSAA while the performance is
not bigger than 2x FSAA, a miracle ? Not exactly .. the quincunx system
is relatively easy to understand.

What happens is this, a
copy of an imaginary 3D scene will be placed over the existing 3D scene.
However, the imaginary layer will be moved a half pixel up and a half
pixel to the left as you can see in the diagram in the middle. The final
color of all pixels will now be calculated by the color from the five
surrounding pixels in a form much like a dice. This figure is called
quincunx. The image quality is most definitely comparable with 4x FSAA
which allows us to make use of Anti-aliasing higher resolutions,
something we where not able to do with videocards from the past year.
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