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 grid and shoot rays through each sub-pixel centre.
- Problem: Can still produce noticeable patterns
- Average all results
Random Sampling
Shoot 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 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
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:
| Dimension | Effect |
|---|---|
| Pixel area | Anti-aliasing |
| Light source area | Soft shadows with penumbra |
| Time | Motion blur |
| Lens aperture | Depth 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