Pre-filtering synthetic imagery by three-dimensional blurring

Computer Science – Graphics

Scientific paper

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Scientific paper

The standard anti-aliasing techniques within commercial graphics hardware are unsatisfactory for simulations involving targets at long ranges, e.g. that for imaging infrared weapons. In this case, due to the presence of high spatial frequency components beyond the Nyquist frequency, the resulting scenes will contain aliasing and scintillation artifacts. Custom anti-aliasing techniques (that operate by supersampling) have been devised to deal with this; for example, Zoom Anti-Aliasing and the Corrected Super Sampling and Scaling derivative. An alternative technique in which the target is pre-filtered, shown to be equivalent to three-dimensional blurring of target objects at the vertex level, is described in this paper. An analysis of anti-aliasing performance is provided together with example imagery.

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