Download presentation
Presentation is loading. Please wait.
Published byDenis Lawrence Modified over 9 years ago
1
1
2
2 Blending: tells you how to specify a blending function that combines color values from a source and a destination. The final effect is that parts of your scene appear translucent. Antialiasing: explains this relatively subtle technique that alters colors so that the edges of points, lines, and polygons appear smooth rather than angular and jagged.
3
With blending, the foreground color is combined with the background color (translucent) Without blending, each foreground color overwrites the existing background color (opaque) - Linear soft-fill algorithm 3
4
4
5
5 most things in the real world are continuous everything in a computer is discrete the process of mapping a continuous function to a discrete one is called sampling the process of mapping a discrete function to a continuous one is called reconstruction the process of mapping a continuous variable to a discrete one is called discretization rendering an image requires sampling and discretization displaying an image involves reconstruction
6
6
7
7
8
8
9
9
10
10
11
11
12
12 Line Smoothing glEnable (GL_LINE_SMOOTH); glEnable (GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPH A); Point Smoothing glEnable (GL_POINT_SMOOTH); (no need for blending)
13
13
14
Review Questions Explain any two Antialiasing Techniques How color blending works? What is aliasing and antialiasing? Propose some techniques to antialiasing point, line and polygon. 14
Similar presentations
© 2024 SlidePlayer.com. Inc.
All rights reserved.