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Spatial anti-aliasing
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==Practical real-time anti-aliasing approximations== There are only a handful of [[rendering primitive|primitives]] used at the lowest level in a [[real-time rendering]] engine (either software or hardware accelerated). These include "points", "lines" and "triangles". If one is to draw such a primitive in white against a black background, it is possible to design such a primitive to have fuzzy edges, achieving some sort of anti-aliasing. However, this approach has difficulty dealing with adjacent primitives (such as triangles that share an edge). To approximate the uniform averaging algorithm, one may use an extra buffer for sub-pixel data. The initial (and least memory-hungry) approach used 16 extra bits per pixel, in a 4 Γ 4 grid. If one renders the primitives in a careful order, such as front-to-back, it is possible to create a reasonable image. Since this requires that the primitives be in some order, and hence interacts poorly with an application programming interface such as [[OpenGL]], the latest methods simply have two or more full sub-pixels per pixel, including full color information for each sub-pixel. Some information may be shared between the sub-pixels (such as the [[Z-buffer]].) ===Mipmapping=== {{Main article|Mipmap}} There is also an approach specialised for [[texture mapping]] called [[mipmap]]ping, which works by creating lower resolution, pre-filtered versions of the texture map. When rendering the image, the appropriate-resolution mipmap is chosen and hence the texture pixels (texels) are already filtered when they arrive on the screen. Mipmapping is generally combined with various forms of [[texture filtering]] in order to improve the final result.
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