Hi Shawn, 

It is not aliasing that is different, but the algorithms for rasterization. 
When doing ray tracing for a 3d scne, you don't have an analytical model of the 
function to be sampled. 

Quoting Shawn Morel <shawnmo...@icloud.com>: 

> On Dec 6, 2013, at 6:58 AM, J. Vuletich (mail lists) 
> <juanli...@jvuletich.org> wrote: 
>
>
> > Stochastic sampling (1) is a method for trading aliasing for noise. Result 
> > are neither alias free nor noise free. But it allows using Ray Tracing and 
> > related techniques, and that is great for photorealistic rendering of 3D 
> > stuff. This the kinds of problems Pixar works on.
>
> I?m actually curious to understand the distinction here between aliasing from 
> rays sampling the 3d scene (geometry intersection, texture UV mapping, env 
> lighting etc) and how that?s different from sampling a continuous function to 
> figure out pixel coverage.  
>
>
> shawn

Cheers,
Juan Vuletich
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