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Multisample anti-aliasing

Index Multisample anti-aliasing

Multisample anti-aliasing (MSAA) is a type of spatial anti-aliasing, a technique used in computer graphics to improve image quality. [1]

14 relations: Aliasing, Alpha to coverage, Central processing unit, Computer graphics, Fast approximate anti-aliasing, Fillrate, Graphics processing unit, OpenGL, Shader, Spatial anti-aliasing, Stencil buffer, Supersampling, Transform, clipping, and lighting, Z-buffering.

Aliasing

In signal processing and related disciplines, aliasing is an effect that causes different signals to become indistinguishable (or aliases of one another) when sampled.

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Alpha to coverage

Alpha to coverage is a multisampling computer graphics technique useful for situations where dense foliage or grass must be rendered in a video game.

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Central processing unit

A central processing unit (CPU) is the electronic circuitry within a computer that carries out the instructions of a computer program by performing the basic arithmetic, logical, control and input/output (I/O) operations specified by the instructions.

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Computer graphics

Computer graphics are pictures and films created using computers.

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Fast approximate anti-aliasing

Fast Approximate Anti-Aliasing (FXAA) is an anti-aliasing algorithm created by Timothy Lottes at NVIDIA.

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Fillrate

The term pixel fillrate refers to the number of pixels a video card can render to screen and write to video memory in a second or in case of texture fillrate the number of texture map elements (texels) GPU can map to pixels in a second.

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Graphics processing unit

A graphics processing unit (GPU) is a specialized electronic circuit designed to rapidly manipulate and alter memory to accelerate the creation of images in a frame buffer intended for output to a display device.

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OpenGL

Open Graphics Library (OpenGL) is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics.

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Shader

In computer graphics, a shader is a type of computer program that was originally used for shading (the production of appropriate levels of light, darkness, and color within an image) but which now performs a variety of specialized functions in various fields of computer graphics special effects or does video post-processing unrelated to shading, or even functions unrelated to graphics at all.

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Spatial anti-aliasing

In digital signal processing, spatial anti-aliasing is the technique of minimizing the distortion artifacts known as aliasing when representing a high-resolution image at a lower resolution.

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Stencil buffer

A stencil buffer is an extra data buffer, in addition to the color buffer and depth buffer, found on modern graphics hardware.

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Supersampling

Supersampling is a spatial anti-aliasing method, i.e. a method used to remove aliasing (jagged and pixelated edges, colloquially known as "jaggies") from images rendered in computer games or other computer programs that generate imagery.

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Transform, clipping, and lighting

Transform, clipping, and lighting (T&L or sometimes TCL) is a term used in computer graphics.

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Z-buffering

In computer graphics, z-buffering, also known as depth buffering, is the management of image depth coordinates in 3D graphics, usually done in hardware, sometimes in software.

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Redirects here:

Multisample Anti-Aliasing, Multisample antialiasing, Multisampling.

References

[1] https://en.wikipedia.org/wiki/Multisample_anti-aliasing

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