CLC number: TP391.41
On-line Access: 2014-09-06
Received: 2014-03-18
Revision Accepted: 2014-06-25
Crosschecked: 2014-08-19
Cited: 0
Clicked: 16219
Xu-dong Jiang, Bin Sheng, Wei-yao Lin, Wei Lu, Li-zhuang Ma. Image anti-aliasing techniques for Internet visual media processing: a review[J]. Journal of Zhejiang University Science C, 2014, 15(9): 717-728.
@article{title="Image anti-aliasing techniques for Internet visual media processing: a review",
author="Xu-dong Jiang, Bin Sheng, Wei-yao Lin, Wei Lu, Li-zhuang Ma",
journal="Journal of Zhejiang University Science C",
volume="15",
number="9",
pages="717-728",
year="2014",
publisher="Zhejiang University Press & Springer",
doi="10.1631/jzus.C1400100"
}
%0 Journal Article
%T Image anti-aliasing techniques for Internet visual media processing: a review
%A Xu-dong Jiang
%A Bin Sheng
%A Wei-yao Lin
%A Wei Lu
%A Li-zhuang Ma
%J Journal of Zhejiang University SCIENCE C
%V 15
%N 9
%P 717-728
%@ 1869-1951
%D 2014
%I Zhejiang University Press & Springer
%DOI 10.1631/jzus.C1400100
TY - JOUR
T1 - Image anti-aliasing techniques for Internet visual media processing: a review
A1 - Xu-dong Jiang
A1 - Bin Sheng
A1 - Wei-yao Lin
A1 - Wei Lu
A1 - Li-zhuang Ma
J0 - Journal of Zhejiang University Science C
VL - 15
IS - 9
SP - 717
EP - 728
%@ 1869-1951
Y1 - 2014
PB - Zhejiang University Press & Springer
ER -
DOI - 10.1631/jzus.C1400100
Abstract: anti-aliasing is a well-established technique in computer graphics that reduces the blocky or stair-wise appearance of pixels. This paper provides a comprehensive overview of the anti-aliasing techniques used in computer graphics, which can be classified into two categories: post-filtering based anti-aliasing and pre-filtering based anti-aliasing. We discuss post-filtering based anti-aliasing algorithms through classifying them into hardware anti-aliasing techniques and post-process techniques for deferred rendering. Comparisons are made among different methods to illustrate the strengths and weaknesses of every category. We also review the utilization of anti-aliasing techniques from the first category in different graphic processing units, i.e., different NVIDIA and AMD series. This review provides a guide that should allow researchers to position their work in this important research area, and new research problems are identified.
[1]Akeley, K., 1993. Reality engine graphics. Proc. 20th Annual Conf. on Computer Graphics and Interactive Techniques, p.109-116.
[2]Amanatides, J., 1984. Ray tracing with cones. Proc. 11th Annual Conf. on Computer Graphics and Interactive Techniques, p.129-135.
[3]AMD, 2011. EQAA Modes for AMD 6900 Series Graphics Cards. Available from http://developer.amd.com/ wordpress/media/2012/10/EQAA%2520Modes%2520for%2520AMD%2520HD%25206900%2520Series%2520Cards.pdf [Accessed on Mar. 1, 2014].
[4]Andreev, D., 2011. Anti-aliasing from a different perspective. Game Developers Conf., p.1-55.
[5]Auzinger, T., Guthe, M., Jeschke, S., 2012. Analytic anti-aliasing of linear functions on polytopes. Comput. Graph. Forum, 31(2pt1):335-344.
[6]Auzinger, T., Musialski, P., Preiner, R., et al., 2013a. Non-sampled anti-aliasing. Proc. 18th Int. Workshop on Vision, Modeling and Visualization, p.169-176.
[7]Auzinger, T., Wimmer, M., Jescke, S., 2013b. Analytic visibility on the GPU. Comput. Graph. Forum, 32(2pt4):409-418.
[8]Biri, V., Herubel, A., Deverly, S., 2010. Practical morphological antialiasing on the GPU. Proc. ACM SIGGRAPH, Article 45.
[9]Catmull, E., 1978. A hidden-surface algorithm with anti-aliasing. ACM SIGGRAPH Comput. Graph., 12(3):6-11.
[10]Catmull, E., 1984. An analytic visible surface algorithm for independent pixel processing. ACM SIGGRAPH Comput. Graph., 18(3):109-115.
[11]Chajdas, M.G., McGuire, M., Luebke, D., 2011. Subpixel reconstruction antialiasing for deferred shading. Proc. Symp. on Interactive 3D Graphics and Games, p.15-22.
[12]Chan, E., Durand, F., 2005. Fast prefiltered lines. GPU Gems, 2:345-359.
[13]Crow, F.C., 1977. The aliasing problem in computer-generated shaded images. Commun. ACM, 20(11):799-805.
[14]Deering, M., Winner, S., Schediwy, B., et al., 1988. The triangle processor and normal vector shader: a VLSI system for high performance graphics. ACM SIGGRAPH Comput. Graph., 22(4):21-30.
[15]Duff, T., 1989. Polygon scan conversion by exact convolution. Proc. Int. Conf. on Raster Imaging and Digital Typography, p.154-168.
[16]Feibush, E.A., Levoy, M., Cook, R.L., 1980. Synthetic texturing using digital filters. ACM SIGGRAPH Comput. Graph., 14(3):294-301.
[17]Genetti, J., Gordon, D., Williams, G., 1998. Adaptive supersampling in object space using pyramidal rays. Comput. Graph. Forum, 17(1):29-54.
[18]Gjøl, M., Gjøl, M., 2012. Inexpensive antialiasing of simple objects. In: Engel, W. (Ed.), GPU Pro 3. A.K. Peters Ltd., Natick, USA, p.169-178.
[19]Guenter, B., Tumblin, J., 1996. Quadrature prefiltering for high quality antialiasing. ACM Trans. Graph., 15(4):332-353.
[20]Heckbert, P.S., Hanrahan, P., 1984. Beam tracing polygonal objects. ACM SIGGRAPH Comput. Graph., 18(3):119-127.
[21]Jimenez, J., Gutierrez, D., Yang, J., et al., 2011a. Filtering approaches for real-time anti-aliasing. ACM SIGGRAPH Courses.
[22]Jimenez, J., Masia, B., Echevarria, J.I., et al., 2011b. Practical morphological anti-aliasing. In: Engel, W. (Ed.), GPU Pro 2. A.K. Peters Ltd., Natick, USA, p.95-114.
[23]Jimenez, J., Echevarria, J.I., Sousa, T., et al., 2012. SMAA: enhanced subpixel morphological antialiasing. Comput. Graph. Forum, 31(2pt1):355-364.
[24]Lau, R.W.H., 2003. An efficient low-cost antialiasing method based on adaptive postfiltering. IEEE Trans. Circ. Syst. Video Tech., 13(3):247-256.
[25]Lauritzen, A., 2010. Deferred rendering for current and future rendering pipelines. SIGGRAPH Course: Beyond Programmable Shading, p.1-34.
[26]Leler, W.J., 1980. Human vision, anti-aliasing, and the cheap 4000 line display. ACM SIGGRAPH Comput. Graph., 14(3):308-313.
[27]Lottes, T., 2011. FXAA. NVIDIA White Paper. Available from http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf [Accessed on Mar. 1, 2014].
[28]Malan, H., 2010. Edge anti-aliasing by post-processing. In: Engel, W. (Ed.), GPU Pro. A.K. Peters Ltd., Natick, USA, p.265-289.
[29]Manson, J., Schaefer, S., 2011. Wavelet rasterization. Comput. Graph. Forum, 30(2):395-404.
[30]McCool, M.D., 1995. Analytic antialiasing with prism splines. Proc. 22nd Annual Conf. on Computer Graphics and Interactive Techniques, p.429-436.
[31]Ohta, M., Maekawa, M., 1990. Ray-bound tracing for perfect and efficient anti-aliasing. Vis. Comput., 6(3):125-133.
[32]Persson, E., 2011a. Geometric Post-Process Anti-Aliasing. Available from http://www.humus.name/index.php?page=3D&ID=86 [Accessed on Mar. 1, 2014].
[33]Persson, E., 2011b. Geometry Buffer Anti-Aliasing. Available from http://www.humus.name/index.php?page=3D&ID=87 [Accessed on Mar. 1, 2014].
[34]Reshetov, A., 2009. Morphological antialiasing. Proc. Conf. on High Performance Graphics, p.109-116.
[35]Reshetov, A., 2012. Reducing aliasing artifacts through resampling. Proc. 4th ACM SIGGRAPH/Eurographics Conf. on High Performance Graphics, p.77-86.
[36]Rosenfeld, A., Kak, A.C., 1982. Digital Picture Processing (2nd Ed.). Morgan Kaufmann, Massachusetts, p.84-112.
[37]Salvi, M., Vidimče, K., 2012. Surface based anti-aliasing. Proc. ACM SIGGRAPH Symp. on Interactive 3D Graphics and Games, p.159-164.
[38]Sander, P.V., Hoppe, H., Snyder, J., et al., 2001. Discontinuity edge overdraw. Proc. Symp. on Interactive 3D Graphics, p.167-174.
[39]Shannon, C.E., 1949. Communication in the presence of noise. Proc. IRE, 37(1):10-21.
[40]Shinya, M., Takahashi, T., Naito, S., 1987. Principles and applications of pencil tracing. ACM SIGGRAPH Comput. Graph., 21(4):45-54.
[41]Thomas, D., Netravali, A.N., Fox, D.S., 1989. Anti-aliased ray tracing with covers. Comput. Graph. Forum, 8(4):325-336.
[42]Weisstein, E.W., 2014. Convolution Theorem. Available from http://mathworld.wolfram.com/ConvolutionTheorem.html [Accessed on Mar. 1, 2014].
[43]Whitted, T., 1980. An improved illumination model for shaded display. Commun. ACM, 23(6):343-349.
[44]Woligroski, D., 2011. Anti-Aliasing Analysis, Part 1: Settings and Surprises. Tom’s Hardware.
[45]Young, P., 2007. Coverage Sampling Antialiasing. NVIDIA White Paper. Available from http://www.nvidia.com/object/coverage-sampled-aa.html [Accessed on Mar. 1, 2014].
Open peer comments: Debate/Discuss/Question/Opinion
<1>