Aliasing and Filtering explained

Written by Wil Harris

July 4, 2005 | 11:00

Tags: #aa #aliasing #anisotropic #anti-aliasing #dpi #filtering #guide #image-quality #pixels #resolution #sampling #textures

Companies: #ati #games #nvidia

Practical example - Half-Life 2

Let's round this out with a practical example of AA and AF in action, using a standard screen from Half-Life 2.

Aliasing and Filtering explained Example: Half-Life 2
This shot has no AA and no AF applied. You can see how the gun looks jagged, and the lower wall
on the right has visible stepping. Objects in the distance appear like a junked mass of pixels.

Aliasing and Filtering explained Example: Half-Life 2
This shot has 4xAA applied but no AF. The gun is smoother, the wall looks clearer, and objects in the
distance are better defined.

Aliasing and Filtering explained Example: Half-Life 2
Look at the street in this scene. With no AF, the bricks all fade together as they go away into the distance,
getting blurry like the mipmapped shots from the previous page.

Aliasing and Filtering explained Example: Half-Life 2
However, with 16xAF applied, the bricks remain clear all the way to the back of the shot, giving a far
clearer view into the distance and much better image quality.

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