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Text File  |  1995-06-24  |  2KB  |  43 lines

  1. Article: 7215 of comp.graphics.packages.lightwave
  2. Xref: netcom.com comp.graphics.packages.lightwave:7215 comp.graphics.apps.lightwave:310
  3. Path: netcom.com!csus.edu!news.ucdavis.edu!agate!howland.reston.ans.net!news1.digex.net!news3.digex.net!access2.digex.net!erniew
  4. From: Ernie Wright <erniew@access2.digex.net>
  5. Newsgroups: comp.graphics.packages.lightwave,comp.graphics.apps.lightwave
  6. Subject: Re: Comment on Lightwave anti-aliasing
  7. Date: Wed, 14 Jun 1995 11:07:37 -0400
  8. Organization: Express Access Online Communications, USA
  9. Lines: 25
  10. Message-ID: <Pine.SUN.3.91.950614110629.16004A-100000@access2.digex.net>
  11. References: <3qu8ng$24l@cdn_mail.telecom.com.au> <Pine.SUN.3.91.950606045348.24049B-100000@access4.digex.net> <3rin3s$oms@cdn_mail.telecom.com.au>
  12. NNTP-Posting-Host: access2.digex.net
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  15. In-Reply-To: <3rin3s$oms@cdn_mail.telecom.com.au> 
  16.  
  17. Me:
  18.  
  19. > ...the only way to get that information is to make multiple rendering
  20. > passes.
  21.  
  22. Robin Luiten:
  23.  
  24. > Actually it is not necessary. They only need to sample more than once
  25. > through each pixel in a single pass.
  26.  
  27. Same thing.  The original post implied that we could have anti-aliasing
  28. without oversampling.  It sounded to me like, "I just rendered at low
  29. res and it was a lot faster--just think how fast LW could be if we
  30. didn't have to render all those pixels in med res!"  Well, duh.
  31.  
  32. What I'm beginning to understand, though, is that people think things
  33. like lens flares shouldn't be AA'd, which is at least worth discussing.
  34.  
  35. > Doing multiple passes adds a lot of overhead.
  36.  
  37. Unless we're still talking about excluding parts of the scene from AA,
  38. what overhead are you thinking about?
  39.  
  40. - Ernie
  41.  
  42.  
  43.