Anti-Aliasing by Successive Steps with a Z-Buffer
Abstract
We present a method allowing to solve the three problems arising when a scene is displayed with the z-buffer algorithm. The proposed algorithm only requires one extra memory bit per pixel and delivers good quality images. It is fast because, in particular, the most expensive calculations such as antialiasing or texture mapping are made only for visible pixels of the scene.
BibTeX
@inproceedings {10.2312:egtp.19891017,
booktitle = {EG 1989-Technical Papers},
editor = {},
title = {{Anti-Aliasing by Successive Steps with a Z-Buffer}},
author = {Ghazanfarpour, D. and Peroche, B.},
year = {1989},
publisher = {Eurographics Association},
ISSN = {1017-4656},
DOI = {10.2312/egtp.19891017}
}
booktitle = {EG 1989-Technical Papers},
editor = {},
title = {{Anti-Aliasing by Successive Steps with a Z-Buffer}},
author = {Ghazanfarpour, D. and Peroche, B.},
year = {1989},
publisher = {Eurographics Association},
ISSN = {1017-4656},
DOI = {10.2312/egtp.19891017}
}