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Part IA Michaelmas Term

Anti-Aliasing in Ray Tracing

The Aliasing Problem

Shooting a single ray through each pixel’s centre causes aliasing artefacts:

  • Jagged edges (stair-step patterns)
  • Small or thin objects missed entirely
  • Moire patterns in fine detail

Super-Sampling Methods

Regular Grid Sampling

Divide each pixel into an N×NN \times N grid and shoot rays through each sub-pixel centre.

  • Problem: Can still produce noticeable patterns
  • Average all results

Random Sampling

Shoot NN rays at random positions within each pixel.

  • Replaces structured aliasing with noise
  • The eye tolerates noise better than patterns

Jittered (Stratified) Sampling

Divide pixel into NN sub-regions (strata) and shoot one random ray per region.

  • Combines benefits of regular and random
  • Good approximation to Poisson disc
  • Each region is guaranteed one sample

Poisson Disc Sampling

Random samples with a minimum distance constraint.

  • Best quality
  • Hardest to implement correctly
  • Requires Poisson distribution generation

Comparison of sampling patterns - regular, random, jittered, Poisson disc

Adaptive Super-Sampling

Shoot a few rays per pixel. If the variance of results is high, shoot more rays.

Benefits:

  • Concentrates effort where needed (edges, detail)
  • Saves computation in smooth regions

Distributed Ray Tracing

Extend super-sampling to multiple dimensions simultaneously:

DimensionEffect
Pixel areaAnti-aliasing
Light source areaSoft shadows with penumbra
TimeMotion blur
Lens apertureDepth of field

Each effect requires averaging multiple samples per pixel.

Summary

  • Single ray per pixel causes aliasing
  • Super-sampling replaces aliasing with less objectionable noise
  • Jittered sampling is a good balance of quality and simplicity
  • Distributed ray tracing adds realistic effects beyond anti-aliasing