<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN"> <HTML ><HEAD ><TITLE >Antialiasing</TITLE ><META NAME="GENERATOR" CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+ "><LINK REL="HOME" TITLE="Blender Documentation Volume I - User Guide" HREF="book1.html"><LINK REL="UP" TITLE="Rendering" HREF="c7592.html"><LINK REL="PREVIOUS" TITLE="Panoramic renderings" HREF="x7671.html"><LINK REL="NEXT" TITLE="Output formats" HREF="x7759.html"></HEAD ><BODY CLASS="section" BGCOLOR="#FFFFFF" TEXT="#000000" LINK="#0000FF" VLINK="#840084" ALINK="#0000FF" ><DIV CLASS="NAVHEADER" ><TABLE SUMMARY="Header navigation table" WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TH COLSPAN="3" ALIGN="center" >Blender Documentation Volume I - User Guide: Last modified April 29 2004 S68</TH ></TR ><TR ><TD WIDTH="10%" ALIGN="left" VALIGN="bottom" ><A HREF="x7671.html" ACCESSKEY="P" ><<< Previous</A ></TD ><TD WIDTH="80%" ALIGN="center" VALIGN="bottom" >Rendering</TD ><TD WIDTH="10%" ALIGN="right" VALIGN="bottom" ><A HREF="x7759.html" ACCESSKEY="N" >Next >>></A ></TD ></TR ></TABLE ><HR ALIGN="LEFT" WIDTH="100%"></DIV ><DIV CLASS="section" ><H1 CLASS="section" ><A NAME="rendering_antialiasing" ></A >Antialiasing</H1 ><P > A computer generated image is made up of pixels, these pixels can of course only be a single colour. In the rendering process the rendering engine must therefore assign a single colour to each pixel on the basis of what object is shown in that pixel. </P ><P > This often leads to poor results, especially at sharp boundaries, or where thin lines are present, and it is particularly evident for oblique lines. </P ><P > To overcome this problem, which is known as <I CLASS="emphasis" >Aliasing</I >, it is possible to resort to an Anti-Aliasing technique. Basically, each pixel is 'oversampled', by rendering it as if it were 5 pixels or more, and assigning an 'average' colour to the rendered pixel. </P ><P > The buttons to control Anti-Aliasing, or OverSAmple (OSA), are below the rendering button in the <TT CLASS="literal" >Render</TT > panel (<A HREF="x7735.html#BSG.REN.F.S68.301" >Figure 12</A >). By pressing the <TT CLASS="literal" >OSA</TT > button antialiasing is activated, by selecting one of the four numeric buttons below it, the level of oversampling (from 5 to 16) is chosen. </P ><DIV CLASS="figure" ><A NAME="BSG.REN.F.S68.301" ></A ><DIV CLASS="mediaobject" ><P ><IMG SRC="PartR/rendering/gfx/AA01.png"></P ></DIV ><P ><B >Figure 12. OSA buttons.</B ></P ></DIV ><P > Blender uses a Delta Accumulation rendering system with jittered sampling. The values of <TT CLASS="literal" >OSA</TT > (5, 8, 11, 16) are pre-set numbers that specify the number of samples; a higher value produces better edges, but slows down the rendering. </P ><P > <A HREF="x7735.html#BSG.REN.F.S68.302" >Figure 13</A > shows a rendering with OSA turned off and with 5 or 8 OSA samples. </P ><DIV CLASS="figure" ><A NAME="BSG.REN.F.S68.302" ></A ><DIV CLASS="mediaobject" ><P ><IMG SRC="PartR/rendering/gfx/AA02.png"></P ></DIV ><P ><B >Figure 13. Rendering without OSA (left) with OSA=5 (center) and OSA=8 (right).</B ></P ></DIV ></DIV ><DIV CLASS="NAVFOOTER" ><HR ALIGN="LEFT" WIDTH="100%"><TABLE SUMMARY="Footer navigation table" WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" ><A HREF="x7671.html" ACCESSKEY="P" ><<< Previous</A ></TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="book1.html" ACCESSKEY="H" >Home</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" ><A HREF="x7759.html" ACCESSKEY="N" >Next >>></A ></TD ></TR ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" >Panoramic renderings</TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="c7592.html" ACCESSKEY="U" >Up</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" >Output formats</TD ></TR ></TABLE ></DIV ></BODY ></HTML >