Share to: share facebook share twitter share wa share telegram print page

Jaggies

This image was scaled up using nearest-neighbor interpolation. Thus, the "jaggies" on the edges of the symbols became more prominent.

Jaggies are artifacts in raster images, most frequently from aliasing,[1] which in turn is often caused by non-linear mixing effects producing high-frequency components, or missing or poor anti-aliasing filtering prior to sampling.

Jaggies are stair-like lines that appear where there should be "smooth" straight lines or curves. For example, when a nominally straight, un-aliased line steps across one pixel either horizontally or vertically, a "dogleg" occurs halfway through the line, where it crosses the threshold from one pixel to the other.

Jaggies should not be confused with most compression artifacts, which are a different phenomenon.

Causes

Jaggies occur due to the "staircase effect". This is because a line represented in raster mode is approximated by a sequence of pixels. Jaggies can occur for a variety of reasons, the most common being that the output device (display monitor or printer) does not have enough resolution to portray a smooth line.[2] In addition, jaggies often occur when a bit-mapped image is converted to a different resolution. This is one of the advantages that vector graphics have over bitmapped graphics – the output looks the same regardless of the resolution of the output device.

Solutions

The effect of jaggies can be reduced by a graphics technique known as spatial anti-aliasing. Anti-aliasing smooths out jagged lines by surrounding them with transparent pixels to simulate the appearance of fractionally-filled pixels when viewed at a distance. The downside of anti-aliasing is that it reduces contrast – rather than sharp black/white transitions, there are shades of gray – and the resulting image can appear fuzzy. This is an inescapable trade-off: if the resolution is insufficient to display the desired detail, the output will either be jagged, fuzzy, or some combination thereof. While machine learning-based upscaling techniques such as DLSS can be used to infer this missing information, other types of artifacts may be introduced in the process.[3]

In real-time 3D rendering such as in video games, various anti-aliasing techiques are used to remove jaggies created by the edges of polygons and other contrasting lines. Since anti-aliasing can impose a significant performance overhead, games for home computers often allow users to choose the level and type of anti-aliasing in use in order to optimize their experience, whereas on consoles this setting is typically fixed for each title to ensure a consistent experience. While anti-aliasing is generally implemented through graphics APIs like DirectX and Vulkan, some consoles such as the Xbox 360 and PlayStation 3 are also capable of anti-aliasing to little direct performance cost by way of dedicated hardware which performs anti-aliasing on the contents of the framebuffer once it has been rendered by the GPU[4]. Jaggies in bitmaps, such as sprites and surface materials, are most often dealt with by separate texture filtering routines, which are far easier to perform than anti-aliasing filtering. Texture filtering became ubiquitous on PCs after the introduction of 3Dfx's Voodoo GPU.

Notable uses of the term

In the 1985 game Rescue on Fractalus! for the Atari 8-bit computers, the graphics depicting the cockpit of the player's spacecraft contains two window struts, which are not anti-aliased and are therefore very "jagged". The developers made fun of this and named the in-game enemies "Jaggi", and also initially titled the game Behind Jaggi Lines!. The latter idea was scrapped by the marketing department before release.[5]

See also

References

  1. ^ Mitchell, Don P. "The Antialiasing Problem in Ray Tracing" (PDF). Archived (PDF) from the original on 2008-11-14. Retrieved 2009-04-16.
  2. ^ "The Next Generation 1996 Lexicon A to Z: Jaggies". Next Generation. No. 15. Imagine Media. March 1996. p. 35.
  3. ^ "Is Upscaling Useful at Lower Resolutions? Nvidia DLSS vs Native at 1080p". TechSpot. 2024-02-14. Retrieved 2024-12-23.
  4. ^ Leadbetter, Richard (2010-01-16). "The Anti-Aliasing Effect". Eurogamer.net. Retrieved 2024-12-23.
  5. ^ Hague, James. "Interview with David Fox". Archived from the original on 2008-12-08. Retrieved 2008-10-10.
Kembali kehalaman sebelumnya