What Does the Equation from the Anti-Aliasing Section in GPU Gems 2 Represent?

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Discussion Overview

The discussion revolves around the interpretation and derivation of an equation presented in the Anti-Aliasing section of GPU Gems 2. Participants are exploring its mathematical implications and the underlying concepts related to graphics programming, particularly in the context of anti-aliasing techniques.

Discussion Character

  • Technical explanation
  • Mathematical reasoning
  • Debate/contested

Main Points Raised

  • One participant questions the meaning of the equation and its derivation, suggesting it may involve linear equation coefficients and dot products.
  • Another participant proposes that certain terms in the equation could represent magnitudes of vectors, but notes a discrepancy due to a negative sign in the square root, which they find confusing.
  • Concerns are raised about the negative sign in the equation, with speculation that it might be a typo, as it could lead to negative values under the square root when the line changes more in y than in x.
  • Participants express uncertainty about the implications of the equation and its components, indicating a need for further clarification and understanding.

Areas of Agreement / Disagreement

Participants express differing views on the interpretation of the equation, particularly regarding the negative sign in the square root. There is no consensus on whether it is a typo or an intentional part of the equation.

Contextual Notes

Participants mention various mathematical concepts, such as vector magnitudes and determinants, but the discussion remains exploratory without resolving the underlying mathematical uncertainties.

Who May Find This Useful

This discussion may be useful for individuals interested in graphics programming, particularly those working with anti-aliasing techniques and seeking to understand the mathematical foundations behind them.

rebeka
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From this example

Anti-Aliasing section 22.4.1
http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter22.html

what does the following equation represent and how was it derived?

k = \frac{2}{(2r+w)\sqrt{(x_0 - x_1)^2 - (y_0 - y_1)^2}}

I assume the 4 sets of linear equation coefficients are slope formula derivatives but I can't quite work it out! I assume there is something of a dot product going on in there but I'm really having a hard time putting it together and I won't use something in code(home project) until I understand it completely!

Thanks for any input,
BekaD:
 
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I mean just for starters \frac{2}{r+2w} = \frac{1}{w} looks to be \frac{1}{|\vec{U}|} and \frac{1}{\sqrt{(x_0-x_1)^2 - (y_0-y_1)^2}} looks to be \frac{1}{|\vec{V}|} except that there's a negative in there? A few thoughts on that, inverted y screen coordinate <= probably not -.- ok one thought...

So then with \vec{e} plugging the k into the first two coefficients of each looks to be just missing the \vec{U} or \vec{V} from a cos\theta! The missing is obviously filled in when d_n = (x,y,1)\cdot\vec{e} is expanded(proper wording??)... but what is the determinant of the major line doing being added to one and divided by the product of the magnitudes? And why is the resultant like two rotations and a magnitude(guessing)...

The one text I have Linear Algebra and Differential Equations says the following about a distance to a point:

The distance to a point d(U,V) = |\vec{U}-\vec{V}| and well I have a really hard time reading Bernsteins Matrix Mathematics but if anyone knows something I should read in there :D

I could be on this one for a while...
 
re the negative -- that equation is going to put a negative number in the square root whenever the line changes more in y than x? So, I'm guessing it's a typo and they mean + not - ...
 
Zaphos said:
re the negative -- that equation is going to put a negative number in the square root whenever the line changes more in y than x? So, I'm guessing it's a typo and they mean + not - ...

'tis true... o-o
 

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